#NES/FC/FDS/Dendy
1 messages Ā· Page 15 of 1
Big collection of NES core ^^
Thanks for making NES core great again! 
@tame flame where are you? please commit your mappers š (and accept my pr)
this option already exists?
this is s bad as when my last atari 2600 bug that I worked on for over a week was for the game "beat 'em and eat 'em"
and it turned out it was just a switch position issue that nobody had ever documented
dejitter is intentionally in the advanced options
because I don't want ordinary users thinking about it
I never thought about it. I must be ordinary. 
Ive seen the AVGN episode on beat em and eat em, hilarious š¤£
Just a typo existing since ages on the core options, where it is writen 'dijitter'.
Nothing fancy, just OCD.
I want a dijittir option.
Next time.

All this Sachen talk has reminded me that Jesus Fish and I found a couple of graphical issues in Mega Duck games we never got round to logging, will need to do that
Mega Duck, my beloved
I wonder if the screenshot tool can grab images of the issues, presumably it can
real hardware tests or it didnt happen
It was weird screen tearing if I remember
it's probably not a bug
I donāt even remember tbh. Thatās such a strange system
Huh, weird. I didnāt get a notification for the pull request. Accepted. Did you test the build enough to be confident for me to pull request upstream?
I say good enough to test in unstable
today is a great day if you want to play obscure nes stuff
and this year has been the year of the NES core 
Xmas came early!! 
More like year of theā¦
Dendyear
i should read up on the history of the dendy, maybe there have been some exclusive games i don't know about yet 

that little xmas hat cant be a coincidence
Have checked testing sheet, it was Railway and Worm Visitor, very noticeable issues with flickers and bouncing and issues at top of screen
You got a worm visitor on your super cartridge 8 or are you happy to see me
guess what makes it super š
The FPGA core?
These are Mega Duck games that run in the Gameboy core, not NES, sorry for confusion there
Apologies, I went offtopic here
again these are games for a bootleg gameboy clone, real hardware or it's fine
I wonder if we have anyone in this Discord that actually owns real Mega Duck hardware 
great scottā¦nearly $500 on eBay for one with the box and also non-functional

Good thing they have a coupon
I will get them screenshotted and documented, and if someone can verify that would be grand
Weren't there clones OF that bootleg? IIRC I think there was one called the Cougarboy
they were all kind rebranded
They have the best naming department
Kit, will you accept bugs when compared to a cougarboy? or are you mega duck or bust
Best I can do is a Play Manā¢
spent some hours this morning and I finally have 3 CSV tables with all no intro roms and which (sub)mapper they have. finally the overview I needed
now let's see how I can make good use of this to fill the blanks in the core
Oh nice, you should put this on a GitHub page
It was talked about awhile ago, but it would be nice if there was a way to check what mapper a ROM was on a MiSTer (in the core, or even a separate utility)
those exist
not in the core but punes has a nice viewer/editor, and there are also separate apps for that
I needed an overview to find which roms belong to a mapper, especially the exotic ones
add a pivot and I can count them too
Awesome, would love to see more unlicensed stuff working. Toy Story was one I always wanted to speedrun but doesn't work. Some of the games from that company work, Mickey Mania 7, Contra Spirits, but most don't. https://bootleggames.fandom.com/wiki/Ex-Sachen_developers
as long as it is feasible
the core is now at 71% and these mappers do not take a lot of resources, especially if you merge it into an existing module
but this is quite a chore tho, if you want to eat an elephant you have to do it piece by piece
I got time to spare today because the missus is at her sis now š
Yeah, I get it, I was just mentioning that set of games. I just like all the bootleg stuff so it's cool to see more working already.
Great to see new mappers being added to this amazing core!! 
Just trying the latest Unstable core and savestates are totally broken, can't load any of my savestates
Hmm maybe it could show info when the ROM is loaded
Doesn't N64 show the settings that are loaded from that file
So real talk do we have an actual number of total mappers that aren't supported no matter how offbeat they are
or is that kind of an unknowable number with all the unlicensed stuff
I got a list of mappers in the no intro set, including the aftermarket and private ones. that is the best I got
still is not "complete" because the pc-10 punch out for instance is not in there, but it is something
That's good at least
Do any of these help:
https://www.nesdev.org/wiki/List_of_mappers
https://tuxnes.sourceforge.net/nesmapper.txt
The following is a list of iNES mappers, and their more common designations that correspond to them. This is meant to make it easier to find the iNES mapper number for your favorite mapper.
Here is a partial list of mappers ordered by the Release Date of the first game to use the mapper.
you should really run my header script first, it's more accurate
that has to be from moving chr
I personally hate the new mappers, longer built times and metastability problems for effectively no real gain
that's just to fix headers right? still wont tell me which games are assigned to which mapper
it uses a database to make sure every game has the right mapper and submapper and a nes 2.0 header
so it's better before cataloguing those things
I mean you could also just.. use the database
I already did exactly what you are doing, of course, about 5 years ago, and made sure any mapper for any decent game was added
99 is the one that really needs to be there
but we have different definitions for what is a decent game
I wish I knew about that db sooner š
still had to parse it to make it searchable but would have made a better source of truth I guess
personally I find 3/4 of the nes library absolute dog shit
those were the times when we were kids and nobody could tell if a game was good
where is the repo for his nintendulator fork
all the links I found online were dead
a bookmark is easily made
maybe it is google enshittification but I searched my ass off
oh fuck me the source is right in there
I thought it was just the binary
thanks š
it's one of the best sources for obscure mapper references
since he's obsessed with mappers
is it a problem for you if I start adding more mappers?
if they have real value
my usual line is "would someone realistically play this game for more than an hour"
if the answer is no, then I just write it off as they can use a software tool for novelties
Cough... Datach Mapper... Cough... š
I was planning to add a bunch of them just for the sake of preservation
who am I to judge if somebody wants to replay that bootleg he got from uncle sam as a kid
You can play the Datach games without using the barcode scanner, they are official Bandai games, there is a Dragon Ball fighting one. Not sure how hard the mapper is though, it is a whole bit of hardware that plugs in
especially simple mappers I can just merge with an existing one so it doesnt take much resorces
you are a developer, it's your job to use good judgement in what is worthwhile and what is clutter
im a strong believer in the 80/20 rule
fpga things are particularly limited in that adding stuff isn't free
so let software worry about preserving the pond scum of the library
the 80/20 rule is true in business
it's true whenever you have a limited valuable resource
but if I develop or am interested in a tool, I would be disappointed in a tool that is missing 20% functionality
it's also true for user experience
retroarch is a good warning for what happens if you don't stick to that principle
that concern I understand
with mister, we can easily accomodate every official game and every game anyone will realistically play
however we can't really have a "gotta catch 'em all" attitude
there's an endless pile of nes mappers and people add new hacky ones all the time
there's that new MXM trash fire of a mapper which we'll probably have to add since it's heavily advertised
is that the one with an mcu on board?
it's hard for me to keep up, they keep throwing new things into it
whatever it is, if it's even a little worthwhile it will use a huge chunk of resources if we do add it
and we don't really know what the future holds for other worthwhile mappers, so we need to make sure we can deal with those
right now, I get bad builds like 50+% of the time
that's not good
they dont pass timings
in the timing analyzer?
I see them too, on the snes core they are pretty much constant
but then it is complaining about a divider in an expansion chip that is communicating relatively slow
right, you don't want it to say it failed timing
our cores shouldn't fail timing
for a while all but two or three passed
im not sure if that's still true, but NES did
were those failures for you also in sys?
sys has seen lots of updates too as of late
you can't really tell where a timing failure is happening per se because it will almost always happen in the HDMI stuff if there's too much pressure
but where it gives up is kind of arbitrary
it just means there's too much pressure somewhere so some part of the design doesn't get signals set in time for when they need to be set
it has to compromise randomly
if quartus has a good understanding of when it needs to be set at least. in that divider example I gave you, it didnt
thats what I am wondering atm
you do a lot of things to help it
but eventually if you add too much logic per tick, it just doesn't have the resources
fair
To be fair I'm the same way
It might be time to add some conditional compiles. Easily skipping things not needed for testing/debugging might be worthwhile. Most builds do not need the nsf stuff which is probably unnecessarily large doing all the midi/visualizer stuff.
I agree, though also feels like then it will be debated what counts as unneeded/extra to toss into an alternate core
I still have that alt core that had some speedrun script support
I don't think anyone is talking about alternate core, just a means for Devs to turns off things so their compiles can be ran off quicker during development.
Oh
this would be nice, expecially a ton of the mappers
something like 80% of the games are 4 mappers
Quite a lot of games fixed now, but no big under the hood changes. Maybe a good time to cut a "happy Xmas" release?
there is a regression in save states tho
there“s options to consider (ignore, contain, save state conversion tool, revert), no idea what the right one is
Oh, I didn't notice/read that
breaking save states over a mapper seems unreasonable to me
I managed to not break them even changing half the ppu
Since the same core contains all the mappers at once, are there some mappers that are inpossible because a register used in one mapper has a different meaning in another one?
They're all in the core but the core isn't loading/using them all at once
an alternate core may make sense for stuff that is super niche, though. Rather than worrying about whether to fit limited resources in one massive core
NESmm core wen
or just use mesen or something to test that chinese edutainment bootleg
Even if no one asked, I am with the opinion that all those strange mappers should be taken to a fork or something... If they make the core bloated and unstable, or affect portability to other smaller FPGA platforms, they should be moved there.
Well, non-MiSTer FPGA projects on potato FPGAs aren't anyone here's concern or responsibility. Anyone porting can remove the parts they don't want or won't fit. As it stands I don't think anyone has needed to with the NES core when it has been ported.
I'm just not a fan of breaking a fantastic core for the sake of edge case mappers.
That option really isn't on the table. Nobody is going to accept a PR and release on the NES core that breaks something to add a niche mapper.
Yeah, I wouldnāt worry. Either they will get both save states and the mapper working, or the mapper will go
Well that's good news
Surely so long as 7 Grand Dad works, all the important mappers are covered
NES fringe mapper core
The lengths people will go to play a Chinese edutainment bootleg š¤¢
Tbf sometimes you just get tired of playing good games.
That's the perfect time to play Sonic Heroes
Or ant other sega game, really.b
What is this fringe mapper that's breaking save states atm?
All I see is talk about a chinese edutainment bootleg
Fringe maller? More like, cringe mapper.
š
RobbyMapper wen
that was 487. vram was moved to a new location to make chr larger. that broke save states
can fix by updating the vram address for save states but they won't be backwards compatible
i'm quickly testing a new pr to revert
I salute everyone who is working on the implementation of weird ass mappers that never should've existed just so 2 people can play 1 weird ass game nobody ever heard about. š«”
This is the true spirit of Christmas. 
let's not get condescending now
if a dev wants to add something they are really interested in we can spare it
I just need to warn against the dangers of adopting a "gotta catch 'em all" attitude with NES
Yes, there is a very real limit and it carries a future development cost alongside it. The more that gets added now means reduced likelihood in potential features being added in the future.
I will be looking forward to the day the DE-10 gets succeeded
I have no clue what the limit is and that shouldnāt stop anyone from doing what they want of course. Itās just something to keep in the back of oneās mind once we start approaching the current hardware limitations.
Canāt stop progress for some future that may never come to pass.
This is who you seek to replace.
It's the os-tans all over again
mister cores are actually super easy to port
Sorry, deleted my comment
I felt it was too off topic for discussing here. Didn't see you were replying
we often pull them from situations where they are made to work directly with a specific bit of hardware and just abstract them to a point where all you do is have to plug in a bunch of pre-made shims to the current hardware, we dont use any IP or specific features in the cores themselves once ported
the only reason there aren't more on pocket is because there aren't enough interested developers with any skill to do so
it requires very little work
this is the thing that gives mister its staying power, the people
Has anyone here tried Legend of Zelda: Ancient Dungeon rom hack on the MiSTer? Itās an IPS patch that you apply to the NES Zelda and it turned it into a 255 room endless dungeon. Iāve tried patching it a couple times, but it freezes as soon as I start. The same patched ROM runs on BizHawk.
runs fine
my patched rom has SHA1 984c75cf86ca5feec5f63ae2b7110433d999f034
be sure to patch rev 1 as instructed
Tested a bunch of the VS Arcade System games from the test-builds channel. Seems to work great for the games I tried out.
I'm assuming this goes in the arcade folder and the games are the MAME versions that go in the mame folder?
Putting it together now to try
Yeah, it's arcade folder stuff.
MRAs go here: //media/fat/_Arcade/
- can be in a sub folder if you want
RBF goes here: //media/fat/_Arcade/cores
Games go here: //media/fat/games/mame
oh snap so it's an arcade core interesting
Just played a round of Vs Super Mario Bros so it works for me so far
Good to see someone is finally showing the Nintendo vs system some love.
Everything I've tried so far has worked a bit annoying trying to find roms since there is not a set of just mame vs roms
Itās nice to ACTUALLY play the VS System instead of a bunch of hacked NES roms on a flash cart. Hell, I didnāt even see the high score screen for VS Super Mario Bros until tonight.
Hoping this gets ported to Pocket too but even still. An NES core that is more accurate than real hardware, competition cart support for SNES, Jaguar basically on the way, ST-V games, and now VS System? We MiSTer users are eating GOOOOD.
The main thing I didn't like about the nes roms is unless they had a menu like vs smb which most didn't you had no access to dip switches
Nice that it has support for lightguns and dual system
This is why MiSTer is best, community of people who contribute to it and make it better!
[Download Core](#1091056042667937944 message) pin updated
I did have Rev 1 initially, but after patching again, it worked. Weird that it worked on emulator before.
Emulators for better or for worse, are far more lenient on bad rom dumps or patches. That has created a false sense of things functioning properly when in fact the emulator is just compensating.
That makes sense. Itās been so many years since I was an emulator user that it didnāt occur to me. My last NES emulator was NESticle.
one of the reasons to strive for accuracy in emulators is to help people who develop those kinds of things catch stuff that would break on real hardware, since real hardware is increasingly less accessible
The console will barely be 40 years old next year. What do you mean, increasingly less accessible? 
Ackshually over here they did a test market in NYC around Oct 1985. Santa could have delivered a new NES to you that year.
Going over the VS MRAs, I can't actually find "vs_urban.zip" anywhere as part of any mame set.
mame roms are garbage
why not use the .nes vs roms which are easy to find
they have more accurate metadata too
and I don't mean the .nes hacks
I mean the real roms
oh that's good to know. I have been trying to track down all the mame roms too
urban champion is from HBmame. Why it's not part of mame idk, I suspect it's from the switch which has a few more vs games not in mame I think.
mame has this list of missing roms
- Babel no Tou (by Namco, 1986)
- Family Boxing (by Namco/Wood Place, 1987; Japan version of TKO Boxing)
- Family Stadium '87 (by Namco, 1987; sequel to RBI Baseball)
- Family Stadium '88 (by Namco, 1988; sequel to RBI Baseball)
- Family Tennis (by Namco, 1987)
- Head to Head Baseball (ever finished/released?, by Nintendo, 1986)
- Lionex (prototype by Sun Electronics, 1986, DRGN-D board, unreleased dump exists)
- The Wings of Madoola (prototype by Sun Electronics, 1987, DRGN-D board, unreleased dump exists)
- Pro Yakyuu Family Stadium (by Namco, 1986; Japan version of RBI Baseball)
- Quest of Ki (by Namco/Game Studio, 1988)
- Super Chinese (by Namco/Culture Brain, 1988)
- Toukaidou 53tsugi (prototype by Sunsoft, 1985)
- Trojan (by Capcom, 1987)
- Urban Champion (1984)
- Volleyball (1986)
- Walkure no Bouken (by Namco, 1986)
- Wild Gunman (1984, light gun game)```
so if anyone can find any of those we'll add them.
updater will take care of the roms so that won't really be a problem in the future.
vsfrombelow is homebrew right?
I tried Gradius and that did not work for me. I'll give it another shot.
yes, it's a tetris clone. pretty good
Gradius should work, the konami games might boot to a blank screen(they're checking the roms) and then it says - rom OK
Ohhhh, that's what it is
I didn't wait long enough lol, I was blitzing through them to see if they all loaded
And say I used a file loader and used the .nes files, I would have then have the problem of how do I get the dipswitch info(which is different for every game), which is a reason I went with the MRAs.
MRAs are consistent with other arcade games anyways
@amber willow When I loaded Duck Hunt just now it had this constant sound playing.
Sorry that's the alarm that sounds when gun isn't detected, turn osd setting "Light Gun" to Yes and reset the alarm should stop.
They did things a little different and tied a signal low when using the lightgun. so there's actually 3 signals instead of 2 like the nes. and they read them differently, you may notice you can press right on controller and that will be the trigger.
They changed that so they could read all the dips and coins
Looking at the alternative MRAs, some of them didn't load, providing missing file errors, so I dug in.
Modifying the <rom index= line of these files to include the merged zip worked for me:
|vsbball.zip:
- Vs. Baseball (Japan, set BA A-1).mra
- Vs. Baseball (Japan, set BA A-2).mra
- Vs. Baseball (Japan, set BA A-3).mra
|excitebk.zip
- Vs. Excitebike (set EB4-4 A).mra
|iceclimb.zip
- Vs. Ice Climber Dual (set IC4-4 A-1).mra
|nvs_machrider.zip
- Vs. Mach Rider (Fighting Course Version).mra
|vspinbal.zip
- Vs. Pinball (Japan).mra
|smgolf.zip
- Vs. Stroke & Match Golf (Japan, Men Version).mra
- Vs. Stroke & Match Golf (Japan, Men Version).mra
The following merged zip inclusions didn't work for me:
|excitebk.zip
- Vs. Excitebike (set EB4-4 A).mra
|vssoccer.zip
- Vs. Soccer (set SC4-3).mra
|smgolf.zip
- Vs. Stroke & Match Golf (Ladies Version, set E).mra
Vs. Soccer (set SC4-3).mra already had included |vssoccer.zip in its <rom index= line
Uh Robby can you tell me the name of the set where you got those roms?
using mouse for gungame is possible ?
I don't remember where I got it from but it's in a folder on my PC called "MAME 0.277 ROMs (merged)"
Ok I'll look, I didn't have to add those ORs so I must have some other set.
possible but not implemented, real zapper only right now
seems like the files the MRA is pointing to are in the zip but for whatever reason it's not reading it.
I could have bad dump?
thanks for the information
you could try to check the crc and see if it matches what's listed
Just tested Zaparoo with this core. Since itās Arcade, it works! Now just gotta make the cards.
thanks for pointing this out, I probably have to make sure my MRAs work with which ever romset people are going to eventually use. So a few MRAs may need updated
What a cool new unstable core! It finally runs a ton of my childhood multi-game cartridges, thank you so much! I can't wait to run the famous 999999in1 with the seagulls on the splash screen.
For those interested, there's a great collection of dumps called "CaH4e3's FAMI Dumping project" with lots of interesting stuff there.
What mapper does that cart use?
Mapper Number: 212 = CS669, BMC Super HiK 300-in-1
I noticed that the mesen emulator supports many collections. This might be a stupid question, but is it possible to somehow transfer them from there so as not to write each mapper separately?
No, each mapper needs to be added individually
Did 212 support get added to MiSTer?
Sorry, I didn't understand the question... (I'm using a translator)
I noticed a problem with the video signal output to an LCD monitor via HDMI-VGA. In PAL and Dendy modes, the image is stretched vertically, and only the top half is visible. Everything is fine with NTSC.
Maybe its an unsupported video mode by your LCD monitor?
It's really strange. It seemed to work before, although it might have been a different monitor. Is there a way to fix this in the settings?
I tried the Mega Drive core in PAL, and it's the same thing...
Samsung SyncMaster 710n
Are some of the Namco Vs. ROMs not dumped? Some of them are on PS4/Switch via Arcade Archives. Valkyrie no Bouken, Quest of Ki, and Babel no Tou have Vs. versions.
The merged sets on the site I got them from had a different set for ice climber dual. I didn't need to edit the mra. I thought it was separate from the uni version and didn't know it was in the uni zip.
I think what you did adding the ORs was the correct way to handle this, that way it will check the parent and the child for the correct roms and work with either merged or non merged.
I think you may have found some bugs in the mras, I had the crc messed up in the few you couldn't fix.
if you could see if those work, I think they will. I found an error in that version of golf not the ladies version.
yeah mame mentions some needed roms, I'd rather have the dumps from the real pcb than a rip from arcade archives especially if they're new and still being sold
Hooray I was helpful!
Also all those work great. Thank you very much!
Oh, I should have worded that differently. I was curious if they were actually dumped and mentioned ACA as proof they exist.
and "Babel no Tou" is "The Tower of Babel" in romanji in the ACA, IIRC. New title screen looks weird and some versions of the game were renamed to "Mystery Tower" to make matters worse.
Looks like there's a JP Family Stadium version of Vs. RBI Baseball, according to system 16, as well.
did you see this list ?<#1091056042667937944 message>
who knows what's out there, check out this flyer I found while doing research
it lists vs 500 and vs helifighter which are no where to be found
it also tells you the price they were charging for the paks, $295.
I think you got the ppu, some roms, the marquee, and instructions in a neat case
thanks. DIdn't scroll up enough to see the list. So more than one Family Stadium got a Vs. Release. I read somewhere that Vs, RBI is actually based on 87.
I wonder why the heck Namco gave Valkyre no Bouken a Vs. Release. Not the first game that would come to mind.
I also have the ACA versions of Ki and Babel. Ki has a special set of levels and Babel has a timer system instead of the power number that goes down when you pick something up.
I wonder if Nintendo 500 would have been F1-Race.
Desearos a todos una muy feliz Navidad ! Cristo ha nacido ! Hope you have a merry Christmas ! ā¤ļø
Merry Christmas!
Feliz Natal a todos do Discord do MiSTer FPGA! š
what?
why does that mister have a safety helmet
That ring has a typo on it
Dunno the guy I got it from gambled it away in a cave.
Yeah it looks home made and has a self written poem on it.
Guy who made it clearly put in a lot of effort.
... you can read that?
LotR fans are on a different level
I guess I should not be surprsed, there are many Star Trek fans that can speak Klingon. Just didn't know that Elfish in LOTR was a full readable language
Me? I basically failed my high school Spanish classes so... xD
Elfish isn't even a language. You probably mean sindarin or maybe quenya
Dwarvish is also a full language afaik. Tolkien was mad about languages.
I meant whatever is the language written on the ring
Can you tell I am not huge into LOTR? XD
I'ave seen most of the movies, that's it
(And years years ago played a LotR-based Q-basic game someone once made that I randomely downloaded, that at the time I had no idea was based on LOTR or what LOTR even was)
I just remember it was impressive for a free randomly downloaded qbasic game at the time XD
That image would not have been possible without the VS NES test core. Thanks, @amber willow
I think one of the versions has a special reveal that's unique to vs.
someone knows about Vs.urban champion ..the game is nowhere to be found
Did anyone actually buy it when it was out on the Switch, other than the purposes of obtaining the roms? Because man, that game was dire.
try HBmame, it had UC and a few hacks. Urban champion was the only game you have a MRA for from there.
thanks guys !!!!!! happy christmas to yall!!!!!
Does it seriously say āREAD A BOOKā lmao
I thought the attract mode was good enough for this joke. Normally it would say āINSERT COINā
Thatās the first Nintendo lady hero, right?
Mach Rider? I donāt think so
It predated Metroid by a year but thatās all I can think of
Baraduke came out five months earlier and did the whole āwoah youāre actually controlling a ladyā surprise first
I canāt say with certainty but considering how closely knit the gaming community was, Nintendo had to have seen that and been inspired by it
I found it on a ROM site by literally searching for the filename 'vs_urban.zip', but it was a huge pain. I think itās the only place that hosts this ROM
Does the VS. core default to the correct palette? I havenāt been able to test yet, but I happen to remember something about it having a unique palette. Also, I had no idea there were so many VS. games!
Yeah Vs used 10 different PPUs I think, with about 5 or 6 different palettes. The correct should be used but you can override that and pick a different palette if you want to see what those look like. It will probably look weird depending on the game since they scrambled them as a form of copy protection.
Can you save highscores with Tetris on the NES core?
Just the standard version of Tetris? I donāt see why that wouldnāt work if the original game could save the high scoresā¦
if you lost a save, make sure you have saving set to āAutoā and that you are opening the OSD once before shutting down your MiSTer
I played a few games, but didn't see any saving after opening and closing the OSD. And the next day all highscores were reset. It shouldn't matter if you place them in a zipfile, right?
I think it's the standard version of Tetris. Howard is always at the top of the list š
Tetris does not save high scores. It never did. I would just create a save state to preserve them and load it whenever you boot up the game.
Auto safe is ON
ahhh
Ahh
GB Tetris doesn't either.
Okay, save states it is. The same then also goes for the game boy version. Same problem...
those seem like titles thatād be ripe for an sram patch if no oneās done those
thatās surprising to me
Most puzzle games didn't save back in the day. Even on the SNES.
Yeah, I thought all NES games would have a save option.
Wow.
I think I'll make a list for the puzzle games if I want to save my highscores.
If I remember correctly, the first NES game to have proper save support was The Legend of Zelda. At least outside of Japan (the Famicom Disk System did have a lot of games that saved).
With the built-in battery. That explains a bit of the reset for NES games.
It's why a lot of NES games used password features outside of Japan. Like Metroid, which did have save support in Japan, but password only here.
They just didn't want to include the battery because it increased manufacturing costs.
And in Japan, that game was a Disk System release.
Yeah I played Bomberman today and I got a password that was 20 characters longš
Yeah, I hated passwords even back in the day. At least today, you can either take a quick photo of the password with your phone so you don't need to write it down. Or just do what I do, and create a save state so I don't need to bother with passwords anymore entirely.
You should try playing Golden Sun on the GBA and despair at the password you need to transfer your progress to the sequel! 
I have Golden Sun, but I haven't played it yet. Thanks for the tip!
Checks notes, that password is..........260 characters long.
Wow

Not even close sadly
Where do I get the vs arcade roms required? Do I look up the zips in a mame set?
Can't give that information here. I just looked in the MRA files to see the name of the files and found them using that info.
Iāll try that. Thanks.
I am sad that I cannot find Vs Urban Champion and experience the self-harm of playing the game.
vs was RGB, and used the same set of colors but scrambled in different ways for copy protect reasons iirc
so it's a lot less subjective than the NES
I guess that depends what you consider proper save support. There were several cartridge-based NES/Famicom games well before Zelda that had save support, but they required a cassete tape player/recorder accessory. Many of them left the save/load feature in the US release even though that accessory never came out here. I remember Excitebike being one of those. Wonder if there is any way to use that with the NES core.
IIRC it let you choose which one of three passwords you wanted to use. One was fairly short and just transferred the names, levels, collected dijins, and some other story items. The other also transferred exact stats of everyone and was a bit longer. And then there was that 260 characters one you mentioned that transferred everything. However, you also had the option of using a link cable instead of manually putting in a password if you knew someone with a GBA you could borrow for a second (Or if you had two yourself for some reason)
Hey just curious about something. Is it possible to add an auto region detect feature in the NES core? I know that many other cores have this feature. It's not a big deal at the end of the day bc you could just switch the region by opening up the OSD, but it'd be a nice QoL improvement if it's easy to implement. BTW, this issue is only really for the PAL games FYI
I know that Elite doesn't work if the region isn't set to PAL
well it "works" just all garbled
Yeah there's a few other games like that too. As mentioned, not a big deal, would be just nice if the PAL games could be autodetected to make it more plug and play
That was actually one of my first few MiSTer experiences lol. I tried playing Elite and thought the core was screwed up.
So to your point, anything that can be automated to avoid issues like that would be beneficial!
kind of
you can add ntsc vs pal detect
the majority of game headers don't have this set correctly though
if you use my script or get cleaned up nes 2.0 headers it's possible
dendy I think will always be wrong
Thanks for the reply. It's obviously a nice to have feature, and not essential. So would it potentialy work with the USA/PAL games from NES 2.0 romset without issue?
I don't see why not
Great. I added a feature request on Github in case you were open to looking into it:
https://github.com/MiSTer-devel/NES_MiSTer/issues/452
Just wanted to add a feature request to see if automatic region detection for NTSC/PAL games can be implemented in the core for roms with the NES 2.0 Rom Headers. I know other cores have automatic ...
I hate feature requests
I actually ignore them out of spite
issues is for issues
You gotta wrap it in a slice of cheese.
I just like to treat the core like it has a region switch
Like on a real console.
I also feel like I'd get unjustifiably angry if a game booted in PAL mode due to a naff header.
Then again, I'd probably never enable PAL mode anyway. I tried a few games out of curiosity and was "satisfied".
The US/EU version of Estique uses an odd mapper to switch between PAL and NTSC roms. It's janky and sometimes boots up the PAL ROM on an NTSC console.
DMC+A tests? 
I take it the core passes the new tests?
If not it'll give @fierce estuary something to do lol
seems okay
Assumeing they'd be malicious/bored and implement a random fail test, how long would it take to find that?
isn't it open source?
and i cannot really imagine malicious things on a NES FPGA. doing what? the NES connecting to the internet and leaking your hiscore in Popeye?
Or a malicious NES cryptofarming?
No, just trolling kitrinx by gaving a test fail randomly.
But yeah if it is indeed open source that might be an easy catch
you are underestimating how rigidly pedantic the nes dev crowd is, it wouldn't last 30 minutes before every aspect of it was picked apart
That might indeed be the case
everyone's gonna see how much playtime i've spent in bubble bath babes š
Wow of all the Sachen games
playing smb3
noticing some pixel flickering here and there and the edges of the screen
what does everyone set overscan, mask edges and extra sprites at?
i keep everything as stock tbh
This is part of how it was programmed and is normal
Use Auto on mask edges
For the VS Nintendo build is it possible to have a high score save implemented?
I have this TAS dump to share for Adventure Island 2, which is a favorite of mine. I can verify it syncs on MiSTer all the way to the end. The game is beaten at a very speedy 22:37.23. This TAS video had me saying, "What the shit?" pretty much the whole time. I dumped this TAS file myself from a console verified fm2 movie. I will be doing more of these and providing them in my MiSTer Organize project.
extra sprites: on
mask edges: auto
overscan: the default one that crops the top and bottom garbage
there's not much reason to change those options
extra sprites won't cause problems in any known game, except for an orange dot on the title screen of mike tyson's punch out
the cropped overscan is what nintendo expected you to see, they intentionally allowed garbage at the top and bottom in that era
mask edges uses the internal bit for showing a masked edge which is normally colored as black instead of a solid color, to match the blacked out border for hdmi. on a crt you'd leave that off and border on
cool. some console verified ones need specific alignments which can be pretty difficult to find, especially ones that encounter dmc glitches or even exploit them like tony toons adventure
So if you crop overscan does that goof up integer scaling on 1440? Since 240 x 6 = 1440 even
no
flickering sprites is as essential to the family computer experience as beautiful periwinkle skies i think
I turned them off. Because Kit gave me the option. 
back into the pi mines with you!
But when you turn the flicker off and squint your eyes it almost looks like a super Nintendo! 
He might as well, if heās just gonna play with such inaccuracies anyway
Itās almost bad as those animals who play the N64 using the turbo core 
Or worse, turbo core but with all the VI effects turned off 
I'd never go so far! š«£
It is just one option
if you deblur your n64 games youre not actually playing a n64 game anymore
youre false gaming, your fun is unreal
real fun is when your sky ir periwinkle, your n64 games are blurry and when your old computer games take 10 minutes to load
If you remove the intrinsic display parameters that define that console, are you really a fan of that console?
I say no
I learned yesterday that the devs decide at the time what is real. That's why doom 3 isn't real anymore. 
Ditto when you try to shorten the length of time that individual frames persist on the screen
What if I decompile a N64 game, and recompile it to run at 4k 120fps with dual analog controls?
I am not sure if this is the best place to ask this question but here goes...
How are the cheats matched to a NES ROM?
I figure it could be by CRC but the 32bit crc didnt match with a known rom so I am at a loss
I see so its only the actual ROM part... That will make it a bit more complicated to get it working on modified ones
oh so if the name matches it will work too?
@high anvil as far as I know, if the name of your rom matches the associated cheat file then it should work
yes, worked fine to just copy and match the name š thanks
This is a list showing all the console verified TAS movies. https://docs.google.com/spreadsheets/u/0/d/14mIIGHU4hzK1atRsVgMtwc8hNkUc2Ty48loCNj8O9Bc/htmlview
This comes from a project called TASMania, which has a goal to document console verified TAS for all licensed NES games. I will be going through this list and dumping each TAS movie to a playable TAS file and testing each on MiSTer for sync accuracy.
These TAS movies come from TASVideos.org. The TAS movie must be tested and sync on real hardware to be published on the website. The TAS submissions are judged by judges for authenticity.
Iāve successfully dumped two TAS files so far. Adventure Island II and 10-Yard Fight. Adventure Island, I can confirm syncs to the game ending. Need to test the sync on 10-Yard Fight.
lol I like that the doc is called āTASManiaā
Now that we have a VS NES arcade core, @amber willow is there some sort of game selection āromā that can be used to have a semi-facsimile of using an actual VS arcade unit?
You couldn't select games with VS, it just had 2 spots for roms or daughter cards on the pcb. (one shown on each screen) Playchoice did have a game selection though
that's correct
playchoice was the one with uhh, choices
it had two screens, one with a little mcu doing management tasks and the other with the game
I think a z80
yeah a z80, pc10 had some game info screens on the z80 side that would be cool to see.
Here's what the dedicated VS cabs looked like for people who never saw them. pretty unique
One of my Red Tent boards. This one actually has an aftermarket switcher to switch between games on one side.
The yokes are close
Anyone play around with Family BASIC?
Ah thatās what I was thinking of, thanks!
Wow, the dual screen one is crazy!
They're both dual screen 
Ohhhh the red tent has another in the back? Wow!
Is it for head to head multiplayer?
Or just to allow people to player different games?
a few games are head to head, most just let you play 2 games.
Wrecking Crew is head to head and does something neat. One screen is mirrored on the other side so it looks like the 2 players are on the opposite sides of the site. Like mario will move right on one screen and it will look like he's moving left on the other.
IIRC, Balloon Fight and Ice Climber are head to head. Ice Climber has both Uni and Dual System versions.
??? Solar Jetman in a transparent Tang Orange cartridge shell?
guessing reshelled or a repro
how'd you guess
Better idea of what it looks like:
Even I knew that!
Also in VS duck hunt you can shoot the dog, not that you should, but you can.
Here's some Red Tent info I've collected since getting mine
cleaned quite of few of those cards up so I could print them and put them on the machine when you switch to the matching game(s)
Wow that's so cool
That last one shows it in a home install situation, can't imaging that was common. There were also longer leg kits if you wanted to set the red tent up as a standing unit
I think the VS is the only version of the Goonies as well, I thing Goonies II came out for the NES but not the first one? Could be wrong on that.
There were also "topper" cards for the Red Tents, I've seen a VS Super Mario Bros one and I think and Excite bike one. They may have been to promote the games but more likely they were to prevent people from resting drinks on top of the Red Tent.
I would LOVE a MisterCade that had the connector for the Red Tent, Nintendo vastly cheaped out on the chip sockets (single sided) and they are a PITA to change and get working each time.
Cool stuff Dolch bet those legs in the box are rare. I was thinking that about Goonies too but we're wrong it was on playchoice too, it came out on famicom but not nes.
Mikes Arcade (a good source of repo parts for Red Tents) acquired a set a while back and was going to reproduce them, not sure if that ever happened (they had a fire or something I think). I like mine at stock height, it's kinda top heavy looking extended IMO
Yes, thatās the only US release if that game, through the VS system
I assume North American release in general but I only know US for certain
I've seen the red one in the US before
I think Iāve only ever seen a Play Choice 10 as a kid. Iāve seen the red tent of course but years later in collectors hands.
I asked Santa for a pc10 for years
"If he really has magic, why can't he just bring one over?"
My suspicions of Santa started when year after year he neglected to gift me a Hoverboard.
Eh, those don't work over water anyway
That is why I also asked for James Bond's Lotus Esprit from The Spy Who Loved Me
I don't get one of those either, even though I had been very good that year.
unless you got power
I heard somewhere that it also came to Playchoice 10? A long time ago, I played Vs. The Goonies at a Chuck E. Cheese. It was in a red tent cab. Now I have the cart for Famicom.
Yeah I said goonies was on PC10 about 1 message before Robby said it was just on VS š
I confuse VS and PC10 tbh
I thought they were the same thing but the Japanese just had a red tent version of it
They are similar, VS came out in 1984 it was the first version of the famicom the US got. The gimmick was the 2 screens and having head to head or even 4 player games, but they had to be programmed to support that. Eventually we got the NES here in 85/86. The Playchoice was released in 1986 it was nintendos arcade successor to VS. It had 2 screens also (1 for game, other for selection menu) but now the games were just the nes versions since it didn't need to support 2 screens like VS. It was timer based now so each quarter bought more time, arcade operators probably preferred this. You could select any of the 10 installed games and switch as often as you wanted within the time limit. That gave kids the chance to play a game then go buy it at the store. I have heard nintendo made these 2 screen games to be unique and to get rid of extra monitors they had in the warehouse.
I think the last Vs. game was Dr. Mario?
mame says Dr. Mario(1990) and Freedom Force(1988). those are the only 2 listed between 88-90, so Vs wasn't getting much support by then.
There's a Red Tent mini that holds two switch's
I think Namco was the last to support in Japan. There was a Vs. version of Quest of Ki. The FC version came out in 1988.
I don't think that one was dumped for MAME.
Definitely worth the purchase for the ACA version, which has some extra levels IIRC.
On the aca website of vs. Qu'est of ki there is this mention
This game uses the Japanese ROM for the main part of the game.
VS. THE QUEST OF KI & ©Bandai Namco Entertainment Inc.
yes. Pretty sure it never came out in the US.
but their JP only releases may have been some of the last games for the Vs. System.
It is great aca version has more levels š
Babel no Tou is edited. Title changed to "Mystery Tower" in the west and "The Tower of Babel" in romaji in Japan.
Not even sure why the JP title screen was changed. It just said "Babel" originally. The JP Switch Namcot Collection had the title as "Babel" initally, but changed it later in an update.
@amber willow I had a thought regarding the PlayChoice 10. With the recent advent of the Sega Channel Revival core and its astounding rom size, having the ability to insert the pc_gamerom.zips into ten different āslotsā and have it be possible to have it behave and function as close to an actual PC-10 would be extra nice. Is it under development? Or am I just spitballing obviousities?
Ooooo - maybe have a buffet-style MRA?
I don't want to make any promises
ive seen those short red vs cabs used as single single monitor pc10..with just a seven segment digital readout for time
I haven't seen those, but I have seen a small version PC-10 cab with a terrible stick without a top.
That looks like it came right out of an old Diner XD
As a kid I used to play on a bootleg cabinet of Vs. SMB and the local arcade had one of those Multi Game bootlegs, 32 games and no timer!
If I remember right, the second screen of Metroid for the PC10 featured a map
FYI: if you play anything higher than the Easy difficulty on Vs Duck Hunt, the game eventually throws 3 ducks at you. Definitely threw me off.
yeah it was something they added to one of those game info screens.
lol 1st Miniboss and 2nd Miniboss, but yet whenever I play it, the reverse is always true.
See this is what confuses me, @amber willow did they convert some of the red tents to playchoice 10 machines?
Probably so..I mean a lot of the 2 monitor machine were converted punch-out cabinets
Ohhhhhh
Nintendo liked to repurpose stuff a lot when came to arcade machines
From what I understand they had extra punch-out cabinets in a warehouse somewhere they wanted find a way to use them.
So youāre saying they recycle their content to sell games?
that explains so muchā¦.
Arcade machines to them were mostly advertisement for games you could buy for your console at home. I was playing super Mario bros 3 on pc10 months before it released on nes.
there's manuals for the kits they sold for pc10, they had kits to convert punchout and VS unisystem (single monitor) to pc10. I didn't see one for red tents though.
Nintendo never sold a red tent with playchoice boards in it that I'm aware of. Japan didn't even get the PC10
The only red tent machine I seen in person was pc10. It's new knowledge to me that those were vs cabinets
they may have had a kit for the red tents too since your pic has that PC card on it, might have looked like this
It's weird I can find plenty of articles on people doing the conversions but nothing on the kits themselves.
They did yes. Edit i see blue1 replied with the manual
The conversion I know disables the 4 player mode and each side is like its own cabinet.
The first PC-10 cabinet I saw only had one game in it, the original Mario Bros.. It didn't last long. Out of all the games, they chose a game that has a superior version already in arcades?
I remember playing Goonies (not 2) on ⦠whichever of Vs or PC10 it was released on.
Made me one of the privileged few to know Goonies 2 wasnāt a sequel to the movie.
Remember the gigaleak from 2020? Unused stuff from the NES era was found finally used in Mario Maker 2, which came out in 2019 š¤£
Is there any emulator that supports the two screen version of metroid? Would love to see that in action
mame can, pc_mtoid and you probably need the bios too. Some other emu might support it but I know mame does.
Mike Tyson's Punch Out on PC 10 has a similar initial entry to the arcade games and saves best times. Another World Circuit is blocked out (and has glitchy best times if you do find a way to play it).
Is there any documentation of the various mapper chips that talks about them more from a gaming perspective? I've always been interested in how they impact games and such
im not sure I understand the question? Theres a lot of documentation on mappers, but they all do similar things in different ways
effectively, wth a 16 bit address bus, only 0xFFFF+1 addresses are available, and some of that range is reserved for system ram and things. So to have games larger than that, you need to map banks into the addressable space
the different mappers have different ways of mapping those banks. ie, the way you change banks varies, but they all do that. Some of them have extra functions, like mapping a little battery backed ram or work ram into adressable space, or providing a simplistic IRQ. A handful of japan specific ones provide extra audio channels.
Overall there's hundreds of mappers but 85-90% of games use only a handful. The big ones are basically nrom/nxrom/etc where there's no mapping, MMC1 (ninendo), MMC3 (nintendo) and MMC5 (nintendo).
there's a small mountain of MMC3 clone mappers with minor differences
Umm what else
MMC1 was made to replace the functionality of FDS in japan, basically for carts. The IRQ in MMC3 is mostly used to detect the break between a status bars on the top of the screen and the game area, but it's imperfect which is why you see minor pixel junk near the edge of status bars often. Of the various audio mappers, mostly people only care about VRC6 (japanese castlevania 3), VRC7 for La Grange Point, and Bandai's one for Mr. Gimmick. MMC5 also has effectively a clone of the APU in it, but it's seldom used for anything notable.
there's a few oddball mappers for a kids tablet, a mediocre karaoke game or two, and I think a barcode scanner?
I guess you could consider FDS a mapper, but it' sort of special
It has RAM, extra audio capabilities, and of course all of the disk drive mechanics
@digital rampart I was just reading this page today, https://somethingnerdy.com/mappers-matter/ , it explains in quite a bit of detail what some mappers did
he goes on to explain, in later posts, some design choices for their upcoming custom mapper
perhaps FDS was the first mapper... a bit of a prototype
it's not in any way
they have to load data from disk and present it as a ROM data
there were mappers before it though
im not even sure i'd call it a mapper any more than i'd call vs a mapper
kind of
there's an argument to be made both ways
it's an asterisk regardless
but it wasn't first
yeah good point
the concept of mappers predates the NES entirely, atari had several
Nintendo tried all kinds of things over the years after all
oh I meant for the FC
not in general
Atari Pitfall had a mapper no?
but the NES had some before FDS
tons of games were mappers on 2600
pitfall 2 was the DPC mapper
mapper 87 is claimed to be the first mapper for famicom I read
it's trash
I say that because 2600 had several cost cutting choices made that really made it mediocre
the entire atari company was penny pinching
and it suffered for it
you have to make the CPU change the pixel color during a scanline... and only 128 bytes of RAM to manage everything
Nintendo hit gold with their system... there's a pretty fun book on the history of nintendo that covers it
this is actually kind of a terrible writeup that comes across as an ad
homebrewers often invent new mappers to hide their lack of ability in making a game for existing hardware
part of the skill of making games is being efficient and working within the constraints of the hardware
he does have a certain philosophy for it i.e. it is done with some constraints
he is mostly trying to add space to make the system closer to the PC Engine with a CDROM
it could have been a PC Engine game instead; but they probably have no market for that
https://nicole.express/2024/city-disconnection.html <-- found this nice writeup by Nicole; she explains nicely what it does
only the brave dare do PC Engine games š
yeah there was a progression of the mappers beginning using ttl parts to expand things in different ways then making dedicated chips to do more specialized things. And there's differences between usa and japan. Japan was like the wild west for mappers
it's not even close to realistic for the nes and it's a pile of crap if you ask me
the guy just doesn't know how to draw the line and make a game that is reasonable without adding modern chips
but of course, this guy has been talking about the ever expanding mapper for like 5 years now afaik
wasn't he going to expand it to like CD size?
Oh lol, its the guy who wrote a manifesto about his totally not possible āmapperā being authentic
I think what heās doing is cool as hell and Iām happy for him but letās not kid ourselves, that wouldāve never happened back in the day. Itās like saying those Atari carts with the crazy coprocessor are authentic 2600 games.
Oh wait deja-vu, I had this hot take on here months ago and people called me out on it.
Uhhhh
listen, my entire shtick is making shitty jokes, I have no clue what Iām talking about
yeah that was my point if it was cd sized in 1987 it would have cost $1000 and no one would have bought it
I mean it did exist in 1988, technically, just not for Nintendo
the CD-ROM² was a bit like an FDS on steroids (minus sounds I suppose)
well, it did have CD sounds and ADPCM at least
Yeah nes didn't have a cd drive so unless you're going to make one for your 1 game and sell it first, it would never happen and it would have taken a lot of chips to equal that size and be really expensive.
He's free to do whatever but working in the confines is cool too
at least NEC made it modular and their CD drive was compatible with some PC88 computers as well
I didn't know that, but I don't know what a PC88 is š
Early Japanese home computer with lots of great small-ish games + impenetrable RPGs
youāre forgetting the mountain of porno games made for it lololol
impenetrable you say? looks like there's a lot of games for it, do we have a core for that?
yes
I dont think the loading times of a cd would have really worked with nes
you'd need an enormous amount of buffer ram, and nes itself didnt have audio input particularly accessible
there's the ext port, but that probably wouldnt have been enough to work with with a cd drive
I don't think enough of the pins are on the expansion port to do it, it would probably have to be cart with a ribbon cable or something. kinda like the FDS
the fds pretty cleanly fit into the cart slot of a famicom
couldn't you put the RAM in the "cart" and then use bank switching or indirect addressing?
I was thinking FDS style
I was thining of the FC. For the NES the pins are in the expansion port at the bottom, right?
yes, but there's not enough other pins to support an addon like fds
so it would have to be some weird running cable thing
You can't output audio directly to an NES? I assumed that was how that thing where someone just stuffed a raspberry pi into an nes cart to run doom worked for it's audio.
If it doesn't connect to the expansion port then I assume it is using the NES APU sample channel. Since the cpu is not doing much it is free to use the data bw. Presumably it just produces the data in real time instead of reading samples.
I never quite got the idea of the MSU-1 which didn't exist back then on a SNES. (Except for the edge case of BS Zelda, where it replaces the over the air audio.)
TBH I kinda think of it as a "What if" for the Super Nintendo Playstation
And I've seen some super impressive Orchestral tracks for it
Does the MSU-1 let you load data? Or only stream video/audio? If the latter then dosen't really seem like a what if since you can't use the "CD" for game data
I'm pretty sure it's a case where it can load anything, but not many actually do anything with this
I'm not sure if it can write-data though
Yeah same. No clue if the practical application is the same but it does feel like a what if scenario.
that would sound awful
Nah. Just has to use the full 7-bit sample mode. Not the single bit mode.
and what, completely bombard the bus wth dmc dma?
Yep

Doesnt matter if the cart is doing all the game code on a pi. CPU is doing nothing else.
it still has to do oam stuff
Do you need sprites?
I mean.. yes?
I guess you could use sprites for more colors but the pi is going to be generating every pixel.
its just gong to paint the entire game as background?
I hate ever part of that, that's not a nes game
I did not say it was a good idea. Just my best guess as to how it works.
Technical details / build guide : https://www.youtube.com/watch?v=gCWhWBtu0LA
Doom runing on an unmodified Nintendo Entertainment System.
Howchoo's video : https://howchoo.com/g/mti0oge5nzk/pi-cart-a-raspberry-pi-retro-gaming-rig-in-an-nes-cartridge
suckerpinch's video : https://www.youtube.com/watch?v=ar9WRwCiSr0
yuck
Oh, it's not. It's running entirely on the Raspberry Pi, it's just simply outputting the video and audio to the NES and taking controller inputs, that's it. Other than I guess the very slight interesting bit of it having to convert the video into tiles and sprites for the NES, I assume with a method similar to how Elite did it, it's pretty much not using the NES at all and I don't see much of a point.
I never found it that impressive since it's just simply a Pi running Doom
https://www.youtube.com/watch?v=gCWhWBtu0LA Looks like I was right about no sprites but wrong about apu sample channel.
This is an in-depth technical overvew and cartridge build guide for my port of DOOM to the NES. It's part of the PiPU project, which puts a Raspberry Pi inside an NES cartridge to use as a graphics accelerator.
Full build guide and source code can be found at https://github.com/rasteri/PiPU
Introduction video - https://www.youtube.com/watch?v=...
well, I respect the real doom track for nes, just not everything else about it
Thing is, that's not so different from what Starfox does on the SNES...
I don't get how a raspberry in a cartridge can get enough power
He mentions in the video it is using 300mA more than a standard cart. (a bit more than double)
@fierce estuary this is badass, can we get support for this mapper?
that would make for a horrible add-on. No wonder nothing ever appeared
You fool! You've killed us all!
just make a dedicated core for it at that point
one could just make a cart that is a USB adapter at this point... pass through controls and maybe as bonus feature serve as audio processor....
whatever happened to that doom FPGA project
they were making doom in hdl, no general cpu etc allowed
It's basically a raspberry pi mapper
Just load Doom on the DE10's ARM cpu at that point
it would be significantly better since the nes can't really show many colors at a time that way
not that it has that many even if it could use all the ones it can produce
Can we get one of those
you'll shoot your eye out
@fierce estuary knows best, I guess I donāt need it 
he has two eyes and can take the blow
All this talk of converting the Pi video output to NES tiles/sprites/whatever is making me wish for a NES Blu-ray player
Reminder that there are new commercial Atari 2600 games that are basically a microcontroller in a cartridge.
Like⦠I donāt get it. Iāve been working off and on a homebrew game and every time I think how easy itād be to use a modern cart/mapper with oodles of ram and storage is it even writing a classic console game at that point? Iād feel unfulfilled at the end of the day.
I guess from a hardware hacking perspective it could be a fun challenge to get it all working. But thatās not my expertise.
Different folks for different strokes
one could argue that some early, pre-2600 consoles did use microcontrollers in a cartridge āļø š¤
Weren't those full on CPUs? Or whatever the difference was at the time?
Like the Microvison?
I'd say the one thing I did find interesting that's "throw a chip on a console" is that person who put an NES-on-a-chip and put that in a Super NES
Honestly imagine DVD player on a chip and putting that in an old game console
I think so, yeah
Uhh, maybe. I sometime listen to videogame history podcast to fall asleep and sometimes my recollection is spotty at best
"Relive the era of early-2000 movie piracy!"
he he
I always thought it was weird that people wished for people to have strokes who were different
anything that draws to a console like a paintbrush would be better if it just output video directly as a rule of thumb
so all of these microcontroller carts are just pointless hype and people who want to pretend to be retro devs
It's fair game tho if you do something really stupid with it
Like someone embedding the equivalent of an MSX in there
i need my nes cartridge with a powerful intel cpu in it so i can run crysis on my nes!!!
I need my NES cartridge to have a vintage pentium in it so can usually, but not always, divide correctly.
I think the Champ games one that are a microcontroller on a 2600 cart came from somebody putting the chip on a cartridge to act as basic mapper because it was cheaper than building a mapper from authentic parts, and then people just kept leveraging more and more of the ARM stuff on it and then... Galagon.
Like it started with the best of intentions, etc.
it started by being lazy and evolved into being lazier
who wants a cart with software emulation of mappers
well, started by being cheap and then turned into lazy-ier
i think
who knows
I can't code a 2600 to save my life.
I tried once.
I got better.
I used to have a nes to snes "adapter" that was just that. The concept goes back at least to Colecovision playing Atari 2600 with an "adapter".
People who still trust Limited Run Games š¤£
Well, it's the """FX3""" that's being software emulated but still
Yeah itās some pi device with an overclocked fx emulation
Pretty much, yeah, an ARM cpu emulating an overclocked hacked up FX implementation
gross
Agreed
I wish people stop buying that kind of crap so it's finally stopped
Yeah, it feels like if anything more people are now using LRG for their physical game production
Despite the increasing negative press
isnāt the CEO leaving
No idea
weren't we just complaining about this
Of course people are selling another person's free project
With what is guaranteed to be a pirated copy of doom2
In theory, that "cart" could "run" anything that the Pi itself can run on the NES anyway, it's not limited to doom... unless for some reason whatever method is used to create the tile data for the nes only works for doom
Someone said Pi, Iām here
serious answer: there is a series of books by the MIT press that explore consoles (and conputers) as platforms... and discuss what is basically the "essence" of each platform with examples
so then its a matter of whether your game is following the essence of the platform
for the Atari 2600 the book is called "racing the beam" so if you pre-render your graphics, by that logic, then its not a 2600 game anymore
But the NES one is called "I am error" and while anything I write is bound to have errors, they're not required for an NES game.
let the one who has written a game without error throw the first cart
Pretty sure that's also a YouTube video about the same subject, racing the beam
baggu's brother
I love how that was referenced in Super Paper Mario decades later
I knew it was that reference but I was too lazy to pull into the joke
Have you read racing the beam? Other than I am error do any of their other books in that line get into the same level of detail? It looks like most of them step back from the tech deep dives.
racing the beam made me a fan of the series. it had a nice blend of technical detail vs other perspectives
Same here
it has, however, made me want to not code a game for the 2600š
I am error is very similar content wise
But Iāve read that other titles are lacking the more nitty gritty stuff
I read The Media Snatcher next, quite technical too
I am Error is still on my backlog
the 2600 required you to manually code the game to send out an rf signal with the CPU right?
It had no video hardware to handle that?
It had video hardware but you had to tell it explicitly when to do it I think
So basically no video hardware
Go read racing the beam it is good
I put it on camelcamelcamel
Thanks for the tip. Snagged a hardcover from eBay for $20!
to do graphica you have to make the CPU control the color on the scanline
and you have to squeeze any computation between scanlines
sometimes you see some black lines of the left of the screen,
thats due to the CPU taking too long to be able to draw anything in time...
cant be more barebones than that š
This probably isn't helpful for most people here, but this is a tool and workflow I put together for speedrunning nes games on the mister. If anyone wants to try it, let me know!
Demonstrates my Mister NES savestate workflow for speedrunning. I built a tool that helps manage savestates. If interested in betatesting, let me know.
oh very cool
awesome. is it a speedrunner thing to not use extra sprites?
Thanks!
Most moderators and top times for nes speedrunning are on original hardware and it has taken a while to get mister allowed on a lot of leaderboards (though definitely improving!). While having extra sprites on might be ok, it adds more uncertainty for the mods on what that could affect so it just hasn't been worth it for me.
Though, on the bright side, just helped get mister allowed on the castlevania 3 leaderboard!
For my own understanding - does extra sprites just remove the flicker with too many sprites in a one sided way (ppu just displays them instead of a flicker) or can it loop back into the game execution in another way (e.g. cause lag frames).
I think I've associated it with dropping frames but that's probably because games sometimes lag when there is a lot of stuff on the screen because the game logic is managing a lot of stuff not because the ppu had too many sprites. š¤·
it is purely cosmetic, especially on mister. Basically when it goes to draw the sprites it searches through OAM ram for the first 8, then sets and overflow flag (according to some janky kinda broken rules) and then stops. On mister it does this, but at the same time a second routine searches for the next 8 sprites as well and stores them in a separate chunk of ram that a real system wouldn't have and can't be touched by anything else. When the system goes through the normal routine of fetching the data for the first 8 sprites, it typically has an equal amount of time where it does nothing just because of a sort of wasteful way the ppu operates. What I do is during that time, I use a totally seperate and isolated bus to fetch the data for the extra 8 sprites during that normally wasted time. It doesnt impact the cpu or mapper IRQ's at all, im very careful about that (it would be super obvious if it did), nor can it impact sprite 0 hits or anything by the nature of it. So it's purely just a cosmetic improvement.
Thanks!
There are weirdos who tell me the flicker is nostalgic and "the way Miyamoto intended the games to be played". 
I should try, but I bet it would feel weird to play Megaman without flicker
You are worthy of love and flicker free nes games! Don't let anybody tell you otherwise! š
I normally don't enable that just in case it breaks something. I recall a few days ago someone was having gibberish displayed on the screen on the 32X core, and realized it was because of extra sprites enabled.
(Apparently it even effects Sonic 1, Sonic will look fat with it enabled because they actually used the limit to cut off a part of his sprite)
i don't think it's as stable of a feature in other cores as it is in the NES one
Yeah, the older Genesis core had issues, just saying that's why I usually don't enable that feature. I have no idea how each system and even emulator for that system would handle it
Would this effect the spread gun in Contra or is limiting the bullets it shoots out when there are too many an actual coded limit?
The TG-16 core also has games with issues when extra sprites is enabled. So I can understand why turning it on would make people hesitant on any core, even if there aren't any drawbacks in some cores.
NES is the only core where i leave it enabled. as kitrinx said, it's purely cosmetic
some PC engine and many master system games benefit from having it enabled, but it can cause issues. during my playthrough of splatterhouse, i left the option on the entire time, and it was only in the credits that it showed visual anomalies
This is me 
Flicker is nostalgic and the way Miyamoto intended the games to be played 
U see what I'm dealing with, Kit? š
Itās not nostalgic for me because I didnāt play that many NES games back in the day 
But I still leave everything with the settings that are as close as possible to the original system 
How often do you play nes? How would you describe the nes in one word? š¤
NES is one of my favourite cores on the MiSTer actually
The word: quality
You can really tell that Nintendo were trying hard to keep standards high imo
It would probably feel weird for me for the games to perform beyond what I remember playing them as for years
That's not the word you use to describe it in other threads. 
There are a lot of good games on the NES. Theyāre just not the ones you play
All the final fantasy, most dragon quest, both fire emblem, mother. Maybe megami tensei, haven't tried those yet.
It was just a reference
Donāt listen to @tepid umbra
He will lure you in with his siren song
Before you know it youāll be playing Pokemans romhacks and stinky retro RPGs exclusively
Too late, Must... Play... Hoshi Wo Miru Hito
Hey now, I've only cosplayed like three of the times I've been to an anime convention
( actually, I had to Google that thing because all I remembered was that there were some legendarily bad Japanese RPG under NES. Sure as hell didn't remember its name)
Is there a way to activate turbo fire in the NES/FC core? I don't see it in the core menu. I use a SNES controller and I would like Y to be Turbo B and X to be Turbo A
Turbo can be turned on for any button in any core by holding the button you want for turbo, and then pressing the OSD (MiSTer menu) button.
Menu button on my controller is down + select. I tried that + button I want for turbo but it just shows the menu
I've never tried it with a button combo for OSD before, so not sure if that works or not.
It works
You might need to do it twice
But i use start + select for the menu and just used it tonight
On NES
At least that's not something easy to turn on by accident. I had to disable it the old way coz I was always doing it accidentally.
Man I wish there was a convenient and highly accurate way to play NES.
have you considered the raspberry pi?
with just a few linux commands you too could be gamin'
I could sell you a vintage nes classic
My snes classic exploded, I don't trust those devices anymore.
like the trees.......
I like cheese
Got home yesterday and it was too cold to do much else so I fired up SMB3 with the thought of playing a few levels, beat it in an hour (warp whistles of course), didn't intend to but games so good just kept playing.
someone said PI, im here
Got a freeze on SMB after entering the first pipe on world 2-1
Couldnāt reproduce it anymore
What gives? š¤
This core has gotten so accurate that I'd have to assume you've discovered a previously unknown glitch in SMB or maybe your hardware got hit by "cosmic rays"
Agreed! Core is too perfect for SMB!
Fun fact: Kitrinx was so thorough in handling coreās colors that she retroactively changed the real world appearance of periwinkle which is why everybody remembers the color of the sky in SMB wrong.
She said it was easier than perfectly performing a transformation from the PPUās color encoding to RGB.
nobody knows for sure
there's a VS The Goonies cab at Next Level Pinball in Hillsboro, OR
hey youuuu guyyysss
That arcade cab is going to be pretty hilarious once Gen-Z and Alpha see it
Could be worse
um, I think you mean it could be better
š¤£
I had that game actually, traded Skate or Die for it. Was never able to beat it, game is hard as shit
I did like it though
Actually had a voice line at the start... the japanese version had multiple smaller voice lines before each level instead
I recall I also had a pinball game on NES called High Speed that also had a few voice lines... but they were SO low quality I oculden't evne tell what they were saying
IIRC it even had more than one if you let the intro loop
Hard as shit, you say?
That was totally on purpose š
In have it for my Red Tent, pretty fun game honestly
Make sure you have all the goonies before you go to the last level or they send you back to the beginning of the game.
lol āmake sure you have all the gooniesā
Where all the gooners at?
yeah, another tip is find all the hidden items to make the game easier. There's 2 on the first screen, you have to jump around and kick the air. You'll find some headphones and a coat iirc
Just saw a post online about some nifty cool looking game called Shadowgate
Apparently itās on the NES
It's great, there is also a gbc version. That's the one I played as a kid.
I just checked my NES collection
Turns out I actually own Shadowgate
I just noticed the Soccor cartridge shell looks different to all the rest
5 screw cart
If you had a Tysons Punchout 5 screw you'd be happy
Loose 3 screw Tysons Punch out ~$41, Loose 5 screw Punch out ~$260
people want the converter
Oh interesting
well maybe, not sure if that game has them
it does
the converter:
[spoiler]1942
Clu Clu Land
Donkey Kong Jr.
Duck Hunt
Elevator Action
Excitebike
Golf
Gumshoe
Gyromite
Hoganās Alley
Mike Tysonās Punch-Out!!
Pinball
Raid on Bungeling Bay
Rygar
Soccer
Stack Up
Tennis
Urban Champion
Wizards and Warriors
Wrecking Crew[/spoiler]
Is there a way to tell from the outside if there is a converter in the cart? I thought there wasn't really a way to tell without opening it.
(Also didn't expect officially produced ROM chips to just have an epoxy blob, I usually see that on bootlegs)
So it's just a Famicom cart with a converter?
difference in weight
smb/duckhunt had epoxy blobs, one of the most produced carts
It's mostly just the black box games that could of had the converter, not sure of the reasoning if it was availability or they just wanted to get rid of old famicom stock
just testing a famicom SNAC adapter for a friend before shipping it,
3D glasses worked fine
Famicom pistol none responsive to duck hunt (world).nes
the hammer on the back is working tho
well, by working i mean it triggers a shot, but nothing registers
maybe the guns busted, wasnāt last time i used it but it is 40 years old
if anyone can test to confirm thereās is working iād appreciate it
oh dear, iād forgotten the level shifter, hopefully i didnāt fry the gun.
it seems to work inconsistently now with the trigger
panic over, all good
There's preponderance of FC->NES cart adapters but it's hard to find a NES->FC adapter that works reliably and isn't horribly expensive.
that's expected
there's no support for famicom lightgun, just nes
unless someone added it at some point
itās working perfectly iām happy to report, always has
iāve got a friend in Chile who wanted an adapter so iāve finished up one of my spare PCBās for him
āDispatch, this is 504, suspect ran a red light, overā āDispatch, this is 504, he got awayā ā504, this is Dispatch, he whatā āHe got awayā
Sounds about right, I recall it was something like that
Functionally, it's the same. Most US games work with the JP gun and most of the black box ones are the same as the JP version (though some may have had an earlier JP only revision).
iirc the port is different
on NES, the gun can work on either port, and all games assume port 2 works
on jp I think it's not the same
The connections for the gun were moved to the controller ports and they are on the expansion port for Famicom
right
and AV Famicom doesn't wire the controller ports for the gun
right
I think the only game I tried that didn't work with the JP gun was Operation Wolf, IIRC.
or it might be the other way around
One thing I like is that the cord is actually a decent length for the JP gun, unlike some JP controllers that are stuck with a short cord.
I definitely recommend playing the original pin, if you can find it, voice is much clearer there.
in some games the DMC samples are backwards
The original pin?
Pinball machine. High Speed. NES one is neat, but there ain't nothing like playing the real thing.
I had no idea it was based on a real pinball machine
Classic Williams pin. Has a sequel that is also worth checking out.
There an NES version of Devil May Cry?
Don't be silly, clearly that stands for Direct Mario Controller
Is the VS Nes going to be a separate core on mister devel ?
yeah that's the plan right now, it doesn't really share any code with the nes core
I loved finding that out about Double Dribble, then someone did the needful and came out with a patch that fixes it after all these years. Love the NESDev community!
I was thinking of adding an option in advanced to swap it
@amber willow is the vs core going to be put in mister-devel yet?
yeah I think it might be good enough for now, I might want you to look it over, and have you help finish a couple things. I'll send you a message.
I think the VS core is pretty great!
I prefer the Battle core myself, or somtimes the GP core
Do you guys want the VS game mras to be all together in the arcade folder? They all start with the Vs prefix so would all be in the V section. Or do you want the duplicate games to be in arcade/alternatives?
You may have to delete the old test mras before running update when it gets set up
My two cents is to have the duplicates in Alternatives. I think I did that, let me double check if Iām full of shit
Yeah thatās what I did:
Maybe a VS System specific alternatives folder? So you donāt need to make one folder for each game.
The list is already so long and there are quite a lot of VS. games. Is a separate Nintendo VS. subfolder possible?
A special case because they are arcadised console games?
Thatās actually what I do
that is probably possible too.
Not just for the reason of being arcadized console games, but that they didn't have arcade cabs of their own
alot of arcade games didn't have their own dedicated cabs though, some only came as kits that you repurposed an old cabinet with.
All Hell Unleashed v6.66 doesn't seem to work on my set up, has anyone else got this working on the core?
Is it possible for you to try on real hardware?
Considering the MiSTer NES core is the most accurate NES emulator that's currently available, it's very likely that it doesn't work on real hardware.
Or it uses a mapper that's not yet supported, or maybe you have an issue with your config?
Unfortunately NES is one of the only consoles I don't actually own. I'll have a look and see what is out there but I was under the impression it worked on real hardware and thought it wouldn't be an issue for the core.
it may have something to do with it being 512k in size
Is that abnormal or require a mapper to function?
In terms of mapper it says for emulators to use sony-cxa2025as-us
Is this too big or small? I've seen posts suggesting it works on OG hardware using an ED
the sony thing might be a pallete or something. not mapper
if it uses mapper 2, that officially has a size limit of 256k I think
but the game seemed to boot at least for me, I didn't play too far into it, does it crash or something?
Seems to work ok for me too
I could only get a level with Ash to load, the halloween one.
If you reset after selecting a character and the game doesn't load there is some text displayed for the story. It just seems to hang.
I tried to start all the levels with the 3 different characters. all seemed ok
Interesting. Maybe I need to redownload the rom. Is this the v6.66 version as well?