#NES/FC/FDS/Dendy
1 messages · Page 16 of 1
I haven't tested in a while but other cores and games work
I have two other MiSTers, well 3 I can try
Superstation one as well
I'll try on those and if need be redownload the rom
Why do you have so many MiSTers!
Well I have my original from 2020, then I bought a 2nd, then a 3rd when Taki started doi g the Pis, plus the superstation one. I do have the SS1 hooked up to a CRT, one hooked up to main rig and the other downstairs TV. Tbf the 3rd mister is basically surplus, I could use it in the bedroom or travelling, I don't know what to do with it
All the poor starving children now can’t have a MiSTer because you took them all!
I do at least use the majority of them.
Ok you know what, hell yeah!
Get a Gameboy link SNAC cable
Then you can play 4-player Gameboy
Late to the party but, not that abnormal as there were quite a few NES games that were 512KB or larger (though commonly most games were smaller) but anything larger than 40KB would require a mapper, yes. (Or technically, anything with more than 32K of PRG ROM and 8K of CHR ROM)
Thanks for the answer dude! I learn so much from the amazing MiSTer community. 
No problem 🙂 Morphcat games has a great video on what it was like trying to compress an NES game within that original 32K/8K of space when they were making their own mapperless game. https://www.youtube.com/watch?v=ZWQ0591PAxM
Trailer/Gameplay: https://youtu.be/VFX401vvKTQ
NES CARTRIDGE NOW AVAILABLE: https://www.brokestudio.fr/en/shop/micro-mages-2/
DIGITAL VERSION: https://morphcatgames.itch.io/micromages
OR ON STEAM: https://store.steampowered.com/app/1065020/Micro_Mages/
Both the itch.io and Steam releases contain a ROM file for use on NES emulators and are there...
Nice!
To be fair, I have three MiSTers as well. One’s connected to the main flatscreen TV in the living room, one’s connected to a CRT in the game room, and one’s in my office connected to a keyboard & mouse.
Bro, there’s a kid in Albania who can’t get a MiSTer now thanks to you!!!
No bathroom MiSTer? 🤔
Americans with their separate gaming rooms and offices 
No wonder you guys need so many MiSTers
PisSTer
Odd question, but does anyone know if the microphone on the wireless reproduction Famicom controllers Nintendo put out for NSO will currently work on MiSTer?
No it won’t
Waiting for Taki on that one 🙏
Maybe this has been answered before but, Turbo file emulation?
Turbo file?
yeah, not sure what “turbo file” is…
The Turbo File (for Family Computer) is a Famicom expansion port peripheral developed by ASCII Corporation, and is used to store save data for certain games. Variants of the device were also produced for the Game Boy (Turbo File GB), Game Boy Advance (Turbo File Advance), and Super Famicom (Turbo File Twin). Original Famicom Turbo File devices c...
Woah, weird, I was JUST trying to look that up the other day but had forgotten it's name
Wasn't there some games that made use of this to transfer data from the NES ot the SNES version?
umm, what games?
well, it's addable
but it seems pretty low value
im not super sure how you'd hook that up to snes
"Original Famicom Turbo File devices can be connected to a Super Famicom using an adapter unit, allowing certain SFC games to use the device in lieu of the TFTwin. "
Yeah, I saw that. But I meant I think a recall reading there were some Famicom games that intentionally had the feature to continue your game on the SNES using that. Like an old save bonus thing
Did they put 50 lives in the US version Castle Excellent (Castlequest) in an attempt to make up for the lack of availability of the Turbo File in the US?
JP version has the standard 3 lives
Any chance of adding save states or nvram save to the VS core?
Thank you. I'd say it's worth it just because a lot of people might wanna play Wizardry with the continue bonuses
Let’s be real, no one is going to do that. But it’s a cool feature and thank you for bringing it up.
it seems to only work for the japanese wizardry
Niche²
while I like to see niche features... something like that is a one off operation that you could probably easily do in an emulator using your NES save file...
it's rare for me to hear about a new peripheral for nes, so if that happens it's gotta be extreme niche
True, I believe I read the same thing somewhere. Also I believe the turbofileII had it's own little cartridges that would add certain things to games. I think these things were relatively popular in japan given how many I've seen over the years on yahoo auctions japans. But that's just my opinion, I don't have hard data.
when are we getting support for the nintendo hands free controller
You can use it through SNAC
u-force?
I'm guessing this
wouldnt mister already support that
yeah mmg2 was probably just joking
if it goes over the controller port cant you just snac it in
I need to make sure for when i get my own nes hands free
i'm going to guess they're rare and pricey
yeah nvram loading, saving is something I'd like to add
it was cool they made that for disabled kids
Reminds me of the story that one of the SNES Coprocessors was also used in Stephen Hawking's text to speech
gosh it's a shame he didn't live to this era of AI voices, he could have sounded perfectly like a beautiful, slightly flirtacious woman
It was a generic chip, but it just so happened to be that through Higan that the chip had documentation
And as a result, for the last year of his life, he was using an emulated version of his voice
FML, even Stephen Hawking didn't run on original hardware
IIRC he had opportunities before to upgrade to a more natural voice but declined, because apparently the voice was based on a friend who had died, it had sentimental value to him
The SPC700??
Something NEC made which was used in Pilot Wings and a few others
Ah, the DSP chip I guess
NEC 77P20D for Hawkins.
Near worked on the μPD77C25 variant from what I remembered about our discussions back then.
I DIDNT KNOW HE DIED
HOLY SHIT
wait until you hear what else he did
I really didn’t know lol
he died shortly before Neil deGrasse Tyson
Ahhhhh I looked that up, you can’t fooo me!!!
Wait till you hear about Jackie Chan
He signed my book
The singer?
There's a singer?
What about Curt Smith? Wasn't he mauled by a panther?
Yeah. Apparently he did some martial art movies before this?
You had me panic searching Google. I hope you step in dog poop tomorrow
Lol
His brother Mike is still alive. He even got his own NES game! 😮
Heard Mike got into a fight recently against an youtuber and got his ass kicked
true facts
I guess that youtuber had a plan until he got punched in the face 😄
Please don’t remind me 😭
About the fight or the thong? 🤔
Both 
So for the NES, unless I’m playing some very obscure bootleg or some homebrew that’s basically cheating, MiSTer should always win?
MiSTer wins again! 
AFAIK all official cartridges and FDS games work.
No idea if like, Famicom Karaoke is supported.
Yes
When doesn’t it? 
Famicom Karaoke, maybe
My soul is immense and must be heard
Ok but this game did something kinda interesting with the text sprites
Basically the text is overlayed on top of eachother. Brown = side 1, gold = side 2, mint-y color = both
I think that's just 1bpp. Some games store their font graphics like that.
I recall watching a video on how an English Translation for Dr Slump on PSX was made, and the font was stored like that too, characters overlayed on each other and the pallet it used determined what character displayed basically
I set the "1bpp" mode in the tile editor and got the "real" versions of the sprites
It's how the "3D" Sega logo was pulled off in Sonic 3D too
Yeah, I remember the dev making a video about that
if it has the mapper for it properly implemented
the base system is super accurate but the mappers are a more mixed bag
Is there anything to gain from the new MMC5 schematics that Furrtek did recently? Or is that mapper considered good already.
not at the moment
That reminds me, there was someone working on implementing save support for the flashrom mappers wasn't there? Did anything come of that or did it hit problems?
Has anyone played Kirby's Adventure on the NES core?
Is there anything special you need to do to make it work better? I have Extra Sprites enabled, but I get audio popping and severe slowdown anytime I use a special ability.
That's just how the game is
At least from my knowledge. Have you compared it to footage from original hardware?
That's how the game works on original hardware, indeed. I know that game very well. Just play it, don't pay so much attention to those defects.
Oh no, Kirby's Adventure is just like that. It really pushes the limitations of the NES/Famicom hardware, being a very late release. So while it visually looks impressive, it comes at the cost of bad performance in spots. It's the only blemish in an otherwise top tier NES/Famicom game.
You could play Nightmare in Dreamland on GBA which is a remake I think
Ah, yes, true 🙂 Good game all around. But I prefer the NES original.
Well the good news bad news is that it's running as intended!
Yes, it is
theres probably rom hacks
the only hack that actually improves performance is this one, which reduces the amount of inputs that get eaten https://www.romhacking.net/hacks/7595/
But Kirby is all about eating
Does NES Metroid push the limits of the NES, or is it just badly optimized?
uses mmc1 mapper so probably a combo of badly optimized and not having enough juice in the mapper
metroid 1 falls into the same category as daytona usa saturn for me; that is to say, "so poorly optimized that i feel like the game may break in half at any moment"
I was watching a video talking about the NES Commando recently and that one is definitely poorly optimized.
though in this case, it was probably rushed and an optimization may have been planned
Pretty much anything from Micronics is poorly optimized on NES. 
That channel also did a video in how poorly optimised Metroid is
The FDS version was bad but the NES conversion made it worse. Apparently the door logic is really unoptimised.
Documenting how it's bad is one thing, but making a fix for it would be the true sigma grindset move. 
In metroid if you open a door then don't go all the way through it and let the bubble close then press up,down repeatedly weird things happen.
Samus goes upwards, climbing through the wall.
If you want to scale upwards, you need to make sure to jump when near the top of the screen, else Samus will screen wrap, and thus cause her to move downwards.
Commando supposedly wasn't (from Micronics), but still shares similarities with the Micronics developed games.
Good old early Varia suit
yeah I was just trying to get people who never saw it to try it and experiment
https://nesmaps.com/maps/Metroid/Brinstar.html
If it wasn’t for needing at least 33 missiles to kill Mother Brain (the Zebetites remain destroyed after destroying them, even if you die and restart back at the beginning of Tourian, but there’s no way to restore your missiles while fighting Mother Brain, as the Rinkas in the boss arena don’t drop anything), you could beat Metroid without ever stepping into either Kraid’s Lair, Norfair, or Ridley’s Lair, and with a few upgrades to make it easier.
Alas, you need to enter at least one other area to get the needed missiles to kill Mother Brain, though you can skip having to kill both Ridley and Kraid via some ice beam-bomb jump platforming.
The slowdown in the Mother Brain fight feels like one of those nightmares where you're running away from someone in slow motion
Alas, poor Mother Brain! I knew her, Samus: a fellow
of infinite evil, of most excellent cunning.
Must be a female then
🤨
I learned in metroid that girls can be both good AND evil. 
I learned in Mario that mushrooms are good and turtles are evil
I like that he came into her house and dropped that lmao
it’s like me coming in here and making fun of her color choice for Mario’s sky
The sky is indigo, correct?
It’s like vermillion chartreuse according to her
🎵 I see skies of grey, grey roses too, I'm colorblind, can't see blue 🎵
(I'm not actually colorblind)
She said she used math but I lowkey think Kitrinx failed art school
Apparently a lot of people have gone for years without even realizing they are colorblind
it's only men right?
lol the lady is flexing on us dudes
No idea, I am pretty sure I have seen women be colorblind too

Yeah, it's less likely
men are missing a chromosome
what
?
well you have Y, but it's like a crappy little stub
lol
😛
flexing on us again!!!
you know what, ok, we came to her house and she’s enacting castle doctrine
😵
#Y{If RNG*1000 > 200 set colorblind = yes; return 0}
That should have been < but whatever
I mean, as long as you aren't born colorblind it's not like it will develop later such as an allergy or lactose intolerance
Not counting a friend of mine who lost the ability to see blue from a hit to the head...
metroid is a girl
Also unable to crawl
most women can't from what i've heard
This is why they put Adam in Other M
how many men can turn into a small ball that can roll around in tubes?
I can
Like a man needs more small balls in his life
Extra chromosome, extra love ❤️
it's not extra
it takes the place of an X chromosome
this is why men have all those X linked diseases
Women are just human v1.1
if you have 2 X chromosomes, all the important stuff has a backup copy if it's a bad variant. Y chromosome has very little genetic material in it, mostly just instructions to make sperm. It lacks all the other non-sex related stuff that the X chromosome has
this is why you can live without a Y chromosome, but if you have no X at all due to chromosomal deletion, you will die
what's fun is that sometimes a little piece of the Y can break off and transpose with a piece of an X, so you can have men who are XX, and they get all the perks
Robby is gonna be soooo uncomfortable when he reads the stuff about sperm. 
How did me making a joke about the sky color in mario turn into this
colors -> colorblindness -> x lnked characteristics
The sky is sperm colored.
you need to see a doctor
... you might want to see a doctor
are you this guy? https://en.wikipedia.org/wiki/Paul_Karason
Paul Halldor Karason (November 14, 1950 – September 23, 2013) was an American man from Bellingham, Washington, whose skin was a purple-blue color.
Karason had light skin and freckles until the early 1990s. His skin turned blue after he began taking a homemade colloidal silver treatment and rubbing a silver preparation on his skin in an attempt...
So his skin used to emulate the sky in Mario correctly?
pretty close
Developer intended skin tone
Also, Periwinkle Skies sounds like name of an album cover from the 60s or 70s 🤣
Kit doxed me. 
you're looking pretty good for a guy that died in 2013
He got better 
Thank you kit! 🥰
Plenty of people are not color blind yet choose horrible colors
How dare you
I think you pick a lot of great colors
thanks man
Thank you for this!!! Will try to test out in next day or so.
@candid rapids does this include all the latest unstable submits? I ask so I can point to this build in the pins.
Yes, it's up to date against main
Thanks, man. ONTO DE PEEEEENS
Is there an NES game that uses the SNES mouse?
This has a pretty good list: https://github.com/MiSTer-devel/NES_MiSTer/issues/374
Interesting.
aside from the ones on that list, i also know about Cronela's Mansion and CrossPaint https://www.youtube.com/watch?v=QZi35GkGvmI https://www.youtube.com/watch?v=QUarpFtt0LE&theme=dark
This video contains scenes that may not be suitable for people who suffer from epilepsy. Please keep this in mind if you intend to watch the video.
You can find the Kickstarter page here:
https://www.kickstarter.com/projects/cronelasmansion/straynus
Download the demo here:
https://straynus.itch.io/cronelasmansion
It's not everyday that I get ...
CrossPaint is a charming and powerful art studio for your NES and Famicom!
This true NES drawing program lets your creativity run free. Master its variety of tools to create advanced NES graphics! Connect a SNES mouse via a SNES to NES controller adaptor for a true PC drawing experience!
Please consider following future development of this ga...
The "uncensored" Maniac Mansion romhack includes the SNES mouse hack as well.
Oh neat, is this an option I choose when selecting what controllers are attached? Does this support SNES controllers too then?
Currently the only way I know to do that is to use a SNES SNAC adapter and a SNES to NES cable
snes controllers should already work on the the nes core with snac using the snes adapter, snes mouse may work too. His build is for usb mouse to act as a snes mouse I'd say
This allows emulation of the SNES mouse with a USB mouse. Support through SNAC already existed.
Yeah, I was asking if you enabled ot by selecting a controller in the OSD, and it there was already snes controller support the same way
I know, I mentioned they can work through SNAC. I was asking if there was a way to set using a SNES controller on NES through the OSD, using a standard USB or Bluetooth controller
Ah, maybe I'll look at that in the future. https://www.nesdev.org/wiki/SNES_controller
it's easy but do it carefully or it will break a bunch of tests
and some games
I don't really like using other system peripherals for nes, feels kind of dirty
Actually, for doing it through SNAC, do you need to use a NES SNAC and a SNES to NES cable, or can you just use a SNES SNAC adapter on the NES core? I tried that, and in 240pee's SNES controller test kept thinking X and Y were held down until I pressed them, not sure if that's normal behavior for trying to use SNES controllers on a NES or if something is wrong with using a SNES SNAC adapter or the 240pee app itself
NES and SNES controllers are identical electrically. The only difference is how they respond (for standard controllers SNES continues returning data after the NES has completed its buttons). Things like the mouse return different formatted data but the electronics are agnostic.
does that snes controller work in game? For me with snes controller in snes snac adapter it works in game and in 240pee in that specific snes controller test, all buttons work including XALR. (usb p2 thinks XALR are pressed )
It works in games, yeah. There can even be Homebrew designed to use all of the buttons
lol pee
it will work but things will only read the nes compatible buttons
you could read more, it's just a shifter
but it's up to software to interpret that
there's a test there for snes controllers and snes mouse. so that software does read the extra bits
and it did work for me, Akuma seemed like he had trouble with it, so I just tried quickly to confirm
I knew snes controllers worked because I've tried it before, just making sure it didn't get broken at some point.
you can test for it, but making nes games that dont use nes controllers is a shit practice
has anyone made any HB that supports the extra buttons of snes controller? I kind of doubt it
for Akuma this is what I see with nothing pressed on snac as p1
What if it's optional to let you do things easier than with an NES controller?
Pretty sure I have heard of some, also some of the NES to SNES ports support it though that's technically an SNES game. Also if that Former Dawn game ever ends up not being vaporoware it will optionally support both the snes controller and mouse
you cant trust developers to be responsible with the inch you give them, so better not to give it at all
make it a standard feature and soon all the homebrew will require 4 buttons
I don't think a single homebrew requires it
In fact, one of the ports of Megaman to NES had to add an option to disable SNES buttons for people who were using NES controllers on their SNES to play it
Because it would otherwise keep thinking the snes buttons were being pressed down
that's because it's not a standard feature
Well, it was a port of a NES game to a SNES, they probably expected people would be using SNES controllers for that...
why and how would use you use a nes controller on snes
I think first party wouldnt look held down either, but third party might
iirc nes controllers will return 1 when over-read
No idea, but apparently people were using NES controllers on their SNES to play those ports of NES games to SNES, and it was causing problems for some that added support for SNES buttons
i dont know of any megaman snes ports either
IIRC it was one of the megaman games, added I think autofire and quick switching on the SNES buttons
what game did capcom do this with
They are homebrew ports, not official
oh they are garbage
😛
only way on real hw would be an nes<>snes adapter cable. if the snes game didn't use XALR it would work ok
you could test on the snes coer with the nes adapter
what im hearing is "people doing dumb stuff creates ux issues"
Eh, it was people using an NES controller on an SNES that was causing the issue, even though it was to play an NES game on the SNES
That reminds me, did Mario All Stars use the extra buttons in any way? I don't recall
Only real reason I bothered with those ports is because they also add MSU-1 support XD
it's awful
but of course the snes cant play the audio of nes
so I guess they just decide to make it all the way horrible
What? But it's such a great expirence to have an NES game open with an FMV intro and then have the option to choose an all-acapella soundtrack!
(╯°□°)╯︵ ┻━┻
I spend my days making sure every rising edge of a sound wave is nanosecond accurate and this is what you pinapple pizza eating gooners do?!
Hey! There are worse things than pineapple pizza
not many
.... apparently banana pizza is big in Sweden
I don't hate the nes to snes ports, I want to see someone redraw the sprites and expand the colors of one of them.
I only even ran into them because I was downloading all the MSU-1 hacks to check out on my mister
... though I think the ports of the Gameboy Pokemon games with orchaestral soundtracks is overdoing it
Hmm.. I request the USB SNES mouse on NES support. I love pineapple on pizza. .......... your comment checks out.
... I'm not going to ask about the last part
...though to be fair, I would NEVER get Pineapple on a real New York slice, which sadly you can not get a decent version of in my part of the country.
I'm in Kentucky. My pizza options are meh.
kentucky, this checks out with your trailer park peripheral tastes
I'm a new york city console purist. Only upper east side peripherals here.
It was mainly 3rd party controllers from 8bitdo and brook acting up due to mixing SNES and NES registers with the aftermarket NES ports. The NES registers were ported directly, which caused problems.
It was fixed in later builds of the games, which use the SNES registers.
No they just used the face buttons to mirror the other face buttons
Shortly after arriving in Bulgaria I ordered some pizza with what I recognized as the word for chicken. I did not know the word for peas. Guess what else was on the pizza. It wasn't bad per se, but it was unexpected.
After that I did always recognize the word for peas though.
as long as it wasn't pineapple
Some people hate tropical fruit
Extremists.
Even to the point where they don't drink guava juice or snack on rambutan.
Like I said, could have been worse. I recall a Swedish streamer mentioning how he likes a pizza that among other ingredients had curry powder and bananas. Apparently bananas are a common pizza topping in Sweden.
People here, discussing the best console, pretending they never even had a cooked banana.
To bring it around, have you ever had grilled pineapple? Amazing.
Full Quiet is probably the biggest one that lets you use the SNES buttons. Spook-o-tron might be another, that one can use Virtual Boy controller at least
Sounds delicious
That sucks. I played it so many years ago I've forgotten. Even audio popping?
The past doesn't haunt us. Wouldn't even recognize us. If there are ghosts to be found, it's us who haunt the past. We haunt it, so we can look again. See the games we miss, and the things we missed about them.
https://www.romhacking.net/translations/5482/ This translation doesn't work, although it also wouldn't on actual hardware
well, they should make a better translation then
Just mentioning this as documentation
fair, but as far as I can figure it's neither a bug nor an issue if it doesn't work on real hardware
TBH I'm curious how easy it would be to "fix" this on the ROM's side of things. I know a lot of games have romhacks that "just" change the mapper
well firstly I cant even make the rom because it uses bps and it's a mystery what header it wants
but it's not 2.0 headers which sucks
there's a non zero chance the header is just bad
beyond that i'd guess it causes OAM corruption, which is common with hacks untested on real hardware
or it just uses a mapper in a way that a mapper isnt supposed to work, many low quality hacks do that
There was one hack using bps that made a 2.0 header, but expected a ROM with a 1.0 header
Maybe this is why Nintendo sues everyone
Not to be a sourpuss, but rom hacks that don’t work on real hardware should be outlawed.
According to the hack developer, it's because flashcarts generally don't support this mapper
too late, off to jail!
ROM hack police
Fixed it, could use some testing to make sure I didn't break anything.
It just needed 1 more bit added to the prg_innerbank register
The header will need modifying too
Match it up to my header here.
Is there a good iNES editor like this that runs on Windows?
Here’s the changes in source form:
https://github.com/MP2E/NES_MiSTer/commit/585835806a52ba6c779b566b01da95638b27d0b6
While not a standalone editor, the emulator puNes has a pretty good header editor in it
after looking at it, the hacker basically doubled the size of the prg rom which is 2x what the mapper actually supports
emulators tend to be very unpicky about enforcing correct rom sizes, but mister does, and so does real hardware
he's violating the specs of the mapper
I dont think we should support violating mapper sizes
I hate that
Hmmm. I wonder if it'd be ok to define it in terms of being a new submapper. Like it's a bootleg that was just never pressed to silicon
I don't like it developers make their problems my problems
they should use an existing mapper that fits their needs
There are tons of broken romhacks that were never tested on real hardware, can't try to make edge cases for them all
IIRC there are romhacks that only work properly in Nesticle and ZSNES because they were made back when those were the only emulators anyone was using for those systems and peopel generally didn't have a way to run roms on original hardware
How easy would changing mappers be if I have no ASM experience?
Chooses the Former Dawn mapper 
I dunno, depends how good AI is these days
because otherwise you arent
you kinda need to understand 6502 machine code
Fair. I have such bad ADHD brain that I leave a graveyard of projects in my wake
Graveyard? Most of my projects are the equivalent of still being in the crib
My opinion on this has changed. #1091056042667937944 message
it creates and will continue to create messy situations like this forever
end up with like 8mb prg roms
So that 100MB NES ROM I created is a no-go?
former dawn mapper is for you
That's not even former dawn
That was just some homebrew multi-cart mapper I was testing just for the hell of it
My thoughts are in multiple messages there. My primary reasoning is its better than creating more mappers and the same mapper can be used for different hardware implementations and the out-of-spec size can be an indicator that it is not using the original chips.
Basically it acts as an implied submapper.
Aren't a lot of the unofficial mappers very slight changes/tweaks to existing ones anyway? Yeah, that's a mess
Not coutning homebrew mappers meant for modern flashrom
usually not slight
ouch
mmc3 in particular has a lot of similar but different varieties
mostly now they make nearly-the-same mappers submappers
Aren't those official though?
they are official but most of them have significant differences from each other
like the method the IRQ is timed
imo software emulators/FPGA cores should just focus on replicating the hardware as closely as possible. if a hack doesn't work on real hardware, then ideally the hack itself should be fixed, instead of adding a fix or compatibility mode to make it work
Absolutely agree
I don't think it's reasonable to expect the core's goalposts to be moved
If it doesn't work on original hardware then the problem is with the software itself
yeah, absolutely. the problems begin when the authors of broken hacks either can't or don't want to go back and fix whatever's wrong with their game
...that said, i have seen some SMW hacks get fixed for real hardware nearly a decade after their release, so maybe it's not an entirely unrealistic expectation
Yeah that's all good, so long as the onus is on the hack author
All these new mappers nark me off too. If you're making games for a console that's no longer supported, stick to era-accurate components
agreed. i know it's been beaten to death in this thread, but former dawn's mapper is just ridiculous lol
I agree, though the issue becomes a little muddy with cartridge-based systems that had enhancement chips like the NES mappers and the SNES in general
Sure but even then, there were only a certain number available.
I guess my approach is that you should make games for old hardware using the pool of resources available at the time. If you need to make new stuff to make it run on old hardware then just make it run on new hardware.
with the number of mappers available, if you can't make a game work on it, you shouldn't make that game the way you are trying to make it
that's my attitude
if you need more hardware to make it work, maybe you are making the game for the wrong system
that's right. they should make games for a better system instead; the PC engine
it had turbo on the controller
or, you know, steam
the reason to make a game for an old console is to make it for the old console
Does this core have the ability to directly output the somewhat offspec composite signal that a real NES does?
no
the stock PC Engine provides many features that needed a mapper on the FC (such as split vertical scroll)
Hey can anyone send the kitrinx color palette here? I'd like to convert it to an asesprite palette to draw some awesome fanart
the ones in here? https://github.com/MiSTer-devel/NES_MiSTer/tree/master/Palette
Thanks!
Now I've gotta figure out how to convert this to an aseperite palette 🤔
with how nice this palette looks i'd love to use it to make art haha
Here's a converted file of Kitrinx to Asesprite for anyone to use! Happy arting!
neat 🙂
can someone help me set up the vs duck hunt port for some reason i cant start anything
You want free play for gun only mode, or coin bound to a usb controller. Then SNAC and light gun both on in options. I think gun in player 1 side of SNAC
There is an annoying chime until you reset game from in mister menu
(The game only does boot time hardware checking)
for some reason the rom doesnt work on my mister
it works fine in emulator but when i boot it on the mister it just goes to a grey screen
@fierce estuary apologies for the ping but do you know how to set up vs duck hunt for the mister?
I cant seem to find information on how to do it online
here #1091056042667937944 message
sounds like rom problem, maybe in the wrong spot. Robby mentioned where to put everything. I would think it would give you a warning about that though.
You need the mamestyle rom .zip in the games/mame folder for vs games. Not the ines conversions
Oh i didnt know there was a straight up vs arcade core now
But people have played the vs conversion rom before on mister?
I will try the vs arcade core though
Is it on update all?
me and my kids did so i know they worked, the duck hunt vs and super mario vs conversion hacks
its here #1091056042667937944 message
Are there plans to add the VS core to the arcade section on update all?
Alright i guess it was just a bad rom or something that i used for the base patch
md5sum of working duckhunt vs hack to normal nes: 66350bc16c7b74b3101a9c11caddc48b
but the straight vs build is "better" beside the annoyance of coin having to be usb
I think @amber willow was investigating the best solution to include them as part of _Arcade folder.
Do all the VS System MRAs just get added to the base folder, like every other arcade MRA or should they be bundled together in their own folder? There are benefits and negatives to both.
Are there currently any sub folders?
Presumably arcade organiser could put them all in one place for people who use that
Just alternatives and cores
How many Vs games mras are there?
From the last publicly released batch, I counted 36 original ones, and 18 of them were alternatives
so 54
That's not many really, some other boards will have similar amounts of games
yeah, I imagine the Saturn one has quite a bit
I would up reading a bit about the Famicom Network System, which I hadn't thought about for a long time. Definitely a contender for Nintendo's weirdest add on, using a Famicom to buy stocks and bet on horses.
Interestingly people have managed to dump the ROMs from the thing but seems still nobody has got them to boot, or emulate them. Even in 2026 there are still black box aspects to the Famicom/NES
ROM dumped
In September 2019, Ben Boldt, a user of the forum site NesDev, obtained a Famicom Network System modem and a JRA-PAT ROM, which he dumped with fellow site user Fiskbit.[4] In addition, Nomura no Famicom Trade and Super Mario Club were also dumped in October-November 2020 and subsequently surfaced at No-Intro. The ROMs were given the file extension FCN, but run is currently impossible because no emulator currently supports the file. In addition, Forest of Illusion obtained the JRA-PAT and Super Mario Club ROMs, dumped them with Hard4Games, and surfaced. The ROMs were NES files, but have not been emulated.[5][6] Fiskbit owns and has dumped most of the currently known Famicom Network System-specific ROMs, but these have not yet surfaced.
Also the fact that Minnesota tried
There is a lengthy NES Dev thread about it spanning several years
Doesn't seem they have cracked it yet but jumping to the end
Maybe has been semi-abandoned
How do you check md5sum
If you have the file unzipped you can even do it on the MiSTer
ssh into it and run
md5sum game.nes
If you are on windows you can use a tool like HxD to calculate common checksums
HxD can calculate checksums?
I just use Hash My Files, can hash many files at once and gives me multiple checksums, lets me see what checksums match too
i use 7zip 🗿
Powershell provides a native Windows method to calculate checksums.
Get-FileHash filepath -Algorithm MD5 | Format-List
It does. And can even checksum a selection from a file instead of the whole thing. You can checksum just the prg or chr or rom without the header.
dont even need to fully unzip
unzip -p gamename.zip | md5sum
just unzips to ram and then sums that, never writes to disk
haven't checked recently but there was still some Famicom Network System activity at the nesdev discord server last year. they helped me figure out how to dump the save on my Super Mario Club card (no idea if it'll be useful but they have it now)
also, last year or so, an extremely rare Go game for FNS was found and bought by a friendly collector who wanted to dump it (dunno if he's done it by now). this game is fascinating because not only did it have a replay system and a message board but, according to this ad, it even had crossplay with the Go game for the Mega Drive's Mega Modem
Surprised it had cross-play, IIRC originally X-Band was going to have that with some games (or possibly with them making their own games designed for cross-play) but Nintendo said no
huh, didn't know that. i don't know if any of the supported games on SNES/Genesis were similar enough that crossplay would be possible, but making their own crossplay games sounds realistic. when both players inserted a Link to the Past cart, you'd get a simple maze game that took place within the XBAND OS. i could definitely see something like that supporting crossplay.
Is there any way to accurately emulate the look of NTSC composite on the NES core? Either using real composite out or some kind of filter
S-Video to composite doesn't give me a very convincing effect compared to a real NES
And the MiSTer's native composite out looks even wonkier
The core can't output the same signal a NES PPU outputs.
Is there some kind of technical limitation preventing that?
no
yes
it's not that we can't generate the signal up to the point where it's digital
but the ppu has a serpentine resistor thing in it and a variety of analog quirks like out of spec voltages that the mister can't produce, and there's also no way to get a pre-mangled composite signal actually up to anywhere useful
Ah. No way to recreate that circuitry in hardware either, I presume?
Auto open? In this economy?
Is the OSD opening up when you load the core?
OSD opens fine over here on latest unstable (not the mouse build)
@steep yew said the same on SNES core
tried updating everything, both cores still open OSD on boot for me. what's going on?
Cold rebooted the living room MiSTer. Latest unstable main. NES core doesn’t open OSD on boot anymore. Lemme test it on the bedroom MiSTer
Bedroom MiSTer? That sounds really sexy.
Ok, the culprit is the latest unstable main. Reverted to the latest release version (https://github.com/MiSTer-devel/Main_MiSTer/blob/master/releases/MiSTer_20260220) and the NES core shows OSD now on boot (but now I have the pinkish color via HDMI, that was fixed by @tame flame in the latest unstable).
Will keep using latest unstable and manually open the OSD until everything settles 😌
Ok, this version still works and I have both the pink screen fixed plus NES core OSD automatically opening on boot: #help message
So the issue is with the most recent unstable main version then
I would bet that @quasi axle is the culprit here! 
Opened an issue: https://github.com/MiSTer-devel/Main_MiSTer/issues/1108
please delete this issue and open an issue with main, it's not the core's problem
But it was opened as main issue? 🤔
indeed
Indeed a main issue 😌
I think all cores that don’t have a bios should always auto load the menu
But that’s easy for me to say since I don’t have to do the work
even with a bios, typically a user would want to load up a game if you ask me
Big if true
Is the menu auto-appearing a per-core thing? Feels like they never auto-appeared for me, at least in recent memory
it's a thing implemented in the core
typically it's done if the core shows nothing by default
so the user knows its working
like 7800 I think I don't pop the menu because I have an integrated boot rom
I plugged in a controller the other day that didn’t have a menu key - loaded up a core and was sad that it was one of the ones that didn’t have the menu auto pop up because it meant I had to turn on a second controller for the menu button 😅
Haha get wrecked noob
(PSX classic controller while my DS3 was charging)
That’s mean 😢
I’m sorry I was kidding
It’s too late. You hurt my feelings
haha get wrecked intelligent and handsome gentleman
You can map a button combo
I can, but that required more effort than pushing a button on another controller 😄
(and I rarely use this one)
For me, it fixed the Menu button on the SuperStation (and I can see a menu once more when pressing it).
No more regression on my side.
I would like to ask you guys' opinion. not sure if I agree with sorelig here
from a UX perspective, switching system region as set in the header is a nice feature. is there a good use case where users would want to turn this off?
a bad header usually breaks the core anyway if the mapper is wrong for instance
this patch writes back the status bit so it toggles the system type in OSD. if you want to force a wrong system type, you can still do that by toggling it in OSD again
Maybe testing? IIRC the Saturn core has an "auto" option implemented for region
you can still do testing, the override in OSD still works. if it is a test, you do not need to disable region detection (or want to do it, the game should run normally next time)
I considered an auto option but then you can't tell what the core is doing unless I add a status notification, which I wanted to avoid. not everybody will like that, so then I have another option to disable the notification
I think he’s just asking for a toggle/option in OSD?
What I think it’s really reasonable
Yep, maybe an “auto” setting rather than explicitly changing the same status bit
At the very least auto between NTSC and PAL.
SECAM users in bits
We used PAL-B systems.
very well, I will update it tomorrow
Just some homebrew games are running too fast, like the PAL version of Estique, but we could override the autodetect.
I mean it's pretty standard to have
Region: NTSC PAL AUTO
Or something like that
so that would function as a toggle right
the thing is that NES probably wont do as good of a job with autodetect as other cores because it requires a nes 2.0 header. if I do the same AUTO option by default like other cores, I have no idea how to lookup what the core is now set to (unless I add a notification like PSX)
probably the reason why autodetect was left out in the first place
or maybe just add a status message when autodetect has failed for missing a nes 2.0 header?
Robby, that's for the SG-1000, not the NES
very quickly spotted, unstable isn´t even built yet. impressive 😄
Terminally online :/
also your auto-osd/osd button are fixed
who the heck is the littlegamer87
It’s @fallen brook 
it was a throwaway account and some point and now I am stuck with it. who cares
@half pasture this is fixed with the latest unstable main https://github.com/MiSTer-devel/Main_MiSTer/issues/1108
Way to try and trick me, those two names are completely different!
how I am picturing Robby right now
Asterix (PAL) from the HTGDB game pack is broken using the Auto feature on the core. Anyone else having the same issue?
and you said what you meant, but it's still the wrong system 100 percent.

That’s it, time to rewrite history so I’m right!!
Are you using the NES 2.0 pack? The latest unstable works fine with that version
I have my core set to auto. Tested it earlier today
No matter how you rewrite history, Horton the Elephant will always be right. An elephant is faithful 100 percent!
Who?
Dr. Seuss reference
Horton Hatches an Egg. "I meant what I said, and I said what I meant. An elephant's faithful one hundred percent"
oh wait, that's a joke too, isn't it? As in Horton hearing a "who".
Yes, works fine with that. It was just an observation on the HTGDB pack having a bad rom or a bad header
Ah I see. Good catch then. Yeah I switched out my entire old HTGBD set for the NES 2.0. It was annoying but worth it
well i've told them like 100x to fix the headers
you can just fix your own with my script
broken how? if the header is not NES 2.0, it should just default to NTSC and notify. not break.
The NES 2.0 version works correctly with Asterix, that was the first thing I checked on my side 2 days ago (when I built a core with the first pending commit).
Is it possible to disable the message somewhere too ?
if you disable the auto yes
Okay, simple.
I dont like that message either but it is a compromise to fit the project standards. if the core cant do something it is configured to do, it should notify
there's tons of headers, especially with translations and hacks, that have wrong region headers
and most pal roms out there have it unset, which means ntsc
pretty much the only people this feature will work for are gonna be people who use that header fixing script
its one of the reasons I never really wanted to add it
have fun telling people to go fix their headers from now until the end of time when they put in bug reports 🙂
I figured something like that
also the reason why the notification is in there. if it defaults to NTSC, they will know why
that sounds really irritating to see a message every time
most people will see it most of the time
and not understand why
I tried to work around it with something clever but sorg rejected it, not in line with other cores
it literally says "no NES 2.0 header found". I hope even those cursed with low intelligence would be able to figure that out
but yeah it's a compromise and the UX was tricky in this case. if it is really bad I'll change the default back to NTSC. we'll see
most people don't know what that means
ines vs 2.0 or why it wouldnt be there
to them, Ines is a kindly old european woman
lol 😂
why do I need nes 2.0 headers
because they build strong bones and muscle
well we already do that, so
No for real
Because 2 > 1
it's an expanded version of the ines header
Why does that need to be expanded? Seemed to be working just fine.
I think it had problems at mapper 256?
it lacked a lot of nuance
too few mappers,, no differentiation between the behavior of minor differences in the same mapper, etc
So if I have no-intro and that’s no nes header 2.0, can I convert it to be?
yes I wrote a script that does that
Nice. Can you share the script? Would it be worth pinning it?
One thing I never got about iNES headers is why it's not very "clean"
nes games didn't have headers integrated into the roms, like snes and genesis and etc game did
it was also one of the most popular consoles ever and earliest emulated, so the original roms and header format was overly simplistic
it has a larger variety of cart hardware than any other system as well
so there's tons of old lingering headers floating around
it doesn't help that some things (like the nt mini) aren't compatible with 2.0
so bad pack maintainers wont upgrade
a guy named New Rising Sun made a database of headers a few years back though
and I made a script to use that database to go through them and repair them
so now you can fix whatever you have
I didn't know Super Nintendo and Genesis games had headers in them by design, I thought ROM headers in general were something added when dumping them
To let the emulator know what chips the cartridge has in it
i guess it makes sense to have a header just for manufacturing convenience
I have to ask. if these headers are such a headache, why not implement the NRS db in the core/framework and be done with it?
because then nobody will ever fix their headers
it's part of the problem actually
some emulators did do that, and now headers are even less maintained
in the end they still matter, especially for things that arent in the db
other emulators also do things like intentionally avoid implementing benign function of mappers so they are less authentic but more compatible with bad headers
like mmc6
relying on external metadata is always shitty
it's one of the most gross flaws of mame
I like it when an emulator says “fuck your bad roms”
For those of us who are dumb and don’t know our iNES from our 2.0. What kind of headers should we have? Or should we be headerless? 😅
Or should we just run everything through Kit’s script?
I have both, 2.0 and normal.
Whatever works, works. It's a game to find out how to get a game to work.
All of mine seem to work anyway - I’m just curious what the MiSTer overlords decree as correct
The summary as I know it:
- Headers basically tell the emulator how to handle the game. What region is it, what hardware is on the cart (EG: whether it can save)
- 2.0 is an expanded version of 1.0 that supports more edge-cases
- You'd only not want these headers if you're using an emulator that doesn't support them. Also, sometimes an IPS patch will expect either unheadered or 1.0/2.0. In which case you'd likely have to convert beforehand, but afterwards you can restore to 2.0 header state
So tl;dr, we want 2.0 headers? Are these iNES 2.0, or something else 2.0?
iNES 2.0, that's right.
Thanks Zet
I named it NES 2.0 in my popup, iNES refers to the older (1.0) stuff. that's the terminology I applied at least
The way I see it, that means that the emulator has to keep a database of every game, and correctly identify it. Support would differ from emulator to emulator, romhacks and translations might mis-identify the game, and the database would have to keep getting updated for homebrew. IMO it's far better that this be in the rom as a header, it would prevent all of those issues (Assuming the header is correct and the emulator correctly reads the header) since then you are relying on the game telling the emulator "This is what I am" rather than the emulator checking a list and going "This is what you are... I think"
Though I think in the case of N64 there IS such a database for some reason?
Don't the 2.0 headers also contain the 1.0 data for emulators that can't read 2.0 headers?
Ideally, iNES 2.0 would have been backwards compatible with iNES 1.0, but I don't think that's even possible due to size limitations
Still a shame to hear that iNES 2.0 isn't more universally supported after all this time
it kind of is
but like missing info is missing info
some games need 2.0 headers, and they are just better
any game with mapper over 255 requires 2.0 to be playable
Still crazy to think there are over 255 mappers
NES emudevs aren't kidding when they talk about "mapper hell"
a lot more. Not all of them are used anymore, some became obselete as they were better understood, but there are over 255 real ones
By "real," do you mean used in either a retail game or homebrew?
it doesn't help that people keep making more, or adding invalid ram configurations to existing ones
by "real" I mean a unique hardware configuration that exists in some cart out there
not a duplicate or mild tweak to an existing one
Oh. So a mapper that uses two different amounts of RAM are considered two different mappers implementation-wise?
typically not, no
Or just header-wise?
the header will reflect different prg, chr, or ram sizes
sometimes mappers had solder jumpers for things like mirroring
those are also in the header
Did iNES 1.0 have a limit of one byte for the mapper type, then?
The .NES file format (file name suffix .nes) is the de facto standard for distribution of NES binary programs, with use even in licensed emulators such as commercialized PocketNES and Wii Virtual Console. It is often called the iNES format, as it was created by Marat Fayzullin for an emulator called iNES. The format was later extended with NES 2...
For some reason, I thought that was just NROM
NES 2.0 extends the iNES single file cart format to better describe NES/Famicom-compatible cartridge hardware. Some of its purpose include:
Removing the need to use ROM checksums, or other information outside the header, to disambiguate emulation behavior not encoded by iNES.
Making room for new mapper allocation.
Allowing for larger ROM sizes....
Oh yeah. 16 bytes is very limiting
So if the iNES 2.0 format is backwards compatible, what's the downside of exclusively using 2.0 over 1.0? Are there 1.0-only emulators that use some hackiness to work around incompatibilities or something that wouldn't work with a 2.0 ROM? (like using full-ROM [header+PRG+CHR] checksums to determine information)
As with anything there's prolly some app that hasn't been updated in 20 years
Good ol' xkcd
Though TBH the biggest headscratcher with 1.0 is why there are official mappers outside the original 255
In retrospect I think it would be better if there was a cleaner division between "bootleg hardware" and "official products"
they tried to go to UNIF briefly
"2. Trainer, if present (0 or 512 bytes)" Ugh, there was space set aside to put trainers in the HEADER?
I guess this was well well before the age of trying to preserve the games as untouched as possible
But I loathed it when I kept trying to find a game back then and every one I found had some broken trainer on it
it made more sense before cheats were like, a feature
sometimes rips were so grody they required a trainer to work at all
Surprised that was something that was not an early feature, considering game genies were a thing
there was lots of rips that had weird headers and junk "Ripped by Goobaz!"
I just remember back when I could not find a copy of Breath of Fire 2 that did NOT have a trainer on it, which not only did not work, but broke the game's ability to save
Late 90s/early 00s when I was yahooing or metrcrawling random sites that were just people's geocities or angelfire or homestead or whatever pages with a handful of random roms
Goobaz is a funny name though 🤣
Trainer in the header is at least the lesser of two evils
In that, the emulator could ignore that section if it wanted
I’m gonna take my NES to the old retro road. I’m gonna gaaaaaaame until I can’t no more.
I've actually been playing my famicom quite a bit lately. Even over RF. Might have rekindled my love for Romance of the Three Kingdoms 2.
I've restarted ff1 on nes after realizing that all modern games just make me sad.
Fire and Ice people Fire and Ice. I keep telling people to play it on NES/FC (it's Solomon's Key 2) but people don't do it.
I don't have the time for the bullshit of modern games. I have fifteen minutes. I want a game that will give me a complete experience in that time. Castlevania 1 will.
I also enjoy longer games but modern games are just so compromised by conventions and predatory micro transactions.
but does your final fantasy have lower case letters?
It actually does.
damn, unexpected advanced tech
now you're playing with Power
phantasy star in shambles 😔 can't hold a candle to readable text
That was a frustration with role-playing games of the era, whether or not to name your characters in all caps because you didn’t know how other characters names will work
Sort of actually. The MikeS composite output when output with minimal components does give you a fairly accurate output
The output I've had via several external composite encoders with the latest "subcarrier" option is far too clean. I even tested my own composite encoder with the MikeS subcarrier output which looked as above, the same composite encoder with the subcarrier option looks nothing like it
I'll add, this is nowhere near the proper nes jank, but the staurcase effect on the edges is there. Not had ecen a hint of that on the "subcarrier" option. Nes just looks better to me when it's janky.
well, other than the colors, the blending, and the irregular graphics (jaggy edge quirk) I guess
i'd call it completely artificial personally, but I also think the nes had really bad composite
what's the jaggy edge quirk?
And I've been playing my Famicom over RF because it's the longest cable I have and those controller cables are shrt.
straight lines on nes typically look jaggy because of how it generates composite
you can't see it much on crt's but it's really obvious on better tvs
Just as obvious on CRTs really, obnoxious on LCDs but almost breaks up the low colour pallet/resolution on CRTs. Been playing with the output this evening and final stage inductance plays a huge part. I think Mister is doing all it can, if you want accurate (as possible) output over composite you'll need to jank it for nes specifically disregarding other cores or find a happy balance
Not that anyone but me and maybe two other people in the world want to see mister composite like a nes looked BITD 🤷♂️
you're forgetting those jailbars
the core needs a jailbar filter to be 100% accurate
I've got them on my external encoder if I mess with inductance values on the output stage. I know your joking but depending on your want, it's there
I have no idea about anything you said but I would be seriously interested in trying if those work on a CRT; then again, missing composite output weirdness would kinda defeat its purpose
the famicom does have a very specific look that I miss when I play on mister (and I currently don't have a working CRT that accepts NTSC signals so I'm forced to)
I thought that was just how composite be
not usually
New tests were added on AccuracyCoin
When does it end
255
Not right now, she is finishing jaguar. EYE ON THE PRIZE
what are the 2 new tests? or however many there are
Last three tests added but I'm not sure error are all linked to new tests
https://github.com/100thCoin/AccuracyCoin/commit/3d4b848a6550277cc800e36c813b042352234989#diff-b335630551682c19a781afebcf4d07bf978fb1f8ac04c6bf87428ed5106870f5
https://github.com/100thCoin/AccuracyCoin/commit/7d1d2faa21a2afafddaf1aa34a118929bf8ce6fa
"The VerifySpriteZeroHits subroutine weeds out palse-positives now." Isn't zero sprite hit a funndamental part of the NES? I can't imagine many games were working properly in an emulator that didn't do it correctly, even if it returned a false positive on the test.
"All tests now initialize A, X, and Y to $00 before running." Huh... does this mean that it should not give different results if you have a NES or SNES controller connected to the NES?
CPUs Accumulator and X,Y registers I assume
it won't end until one side concedes
Oh, that was stupid of me
eh??
sprite 0 hit false positives would break.. everything
6: The OAM DMA should be able to read from the APU registers (and mirrors of them) if $40 is written to $4016, and the CPU Address Bus is in the range of $4000 to $401F.
1: Reading from $2007 should set up the PPU Read Buffer two ppu cycles after the CPU Read ends. Reading from $2007 (with rendering enabled) should set up the PPU Read Buffer with the same value as the resulting read from the background or sprite fetch that occured on the same ppu cycle as the read for the PPU Read Buffer. If you fail this test, you are likely reading from memory to set up the PPU Read Buffer on the wrong ppu cycle, missing dummy nametable reads during sprite fetch, or missing dummy nametable reads at the end of a scanline.
the first one is a weird edge case, the second one im skeptical of
Pretty much what I was thinking, yeah. Even if you somehow trick the test into thining your emulaor does Zero Sprite Hit correctly whenit does not, woulden't that not matter since without it working properly nearly every game would be very broken?
An update done today of the accuracycoin and the test 6: is pass
I think the other one might fail because my open bus decay might be too fast or too slow for the test
it's not well documented (or even predictable)
I can tweak it, but it's not a critical behavior
actually it's probably because I don't arbitrarily set the 2007 buffer to the oambus when rendering is enabled because nothing ever looks for that
ill fix it anyway when I get a chance
Just... No 😉
Jag was never important. And will never be. But it's nice to have ofc
Latest stable from update_all, Sweet Home with TheSiege's translation hangs as soon as the first cutscene ends
Okay, fixed in unstables
This is a funny trend here
Does that translation work on real hardware?
Where’s the copyright disclaimer? 🤔
Is Robby opensource now?

GPLobby
I use the BSD license aka the "IDGAF do what you want I'm going back in my cave" license
yes, it does
but I wonder if it also freaks out when using Look command on these statues
-# epilepsy warning
thank god this wasn't a game stopper and I've beat it
I don't think it's especially good, but I captured all 64 colors from my RGB modded AV Famicom and created a palette with that data and it makes me happy to be able to have my mister perfectly match my av famicom now 🙂
thats not really how colors work in palettes
the tv changes the color
you cant capture from a tv, or the next time it goes through a tv it will change even further from the origin
there's also only 54 colors, several of them are the same black
I have a colorimeter and a spectrophotometer so I measured the NES palette off of my two crt tvs. But because the colors don't fit in sRGB/rec709 color space, you have to modify them to make a palette. And then you're just making descisions based on your feelings again.
May as well screenshot a few games with kitrinx's palette and load the screens + palette into photoshop and adjust hue/sat/everything else until you're happy.
Just randomely assign a color value to each pallete color every time a game is started, there, now nobody is happy.
the trick with nes palettes is mostly luma
you can tweak chroma a lot, but if luma is authentic the palettes tend to be much more pleasing anyway
it's hard to do that if you work in rgb space
the palete shoudl be somewhat desaturated too
since composite and old tv's are a dumpster fire of infidelity
I know collecting Famicom Disk stuff is a fool's errand of counterfits and throwing your money away but look at that
Lolo has no business going so hard
I mean, have you seen the other cover the game had?
That's the instruction manual which I also have. I hadn't looked too closely (because it also goes hard) but is that clay?
I assumed it was an illustration which is why I preferred the physical props on the disk
but if that's physical too
I am pretty sure it's clay, or some other 3d moderling material

We lost something when we lost boxes
Fortunately the FDS games with the best art are also usually not very good so I feel safe collecting them.
Kinda like Amiga games
Well, this was early 1980s so it's not like that could be 3DCG
Nintendo seemed to eb big on clay advertising in the NES and SNES era, especially in Japan, remember Stunt Race FX?
And there was a shitload of Earthbound stuff like that
Right. I'm so used to stuff being CG that the "look" of it just made my brain instantly not be interested even though another second of thought would have shown that it couldn't be.
Sad to think that most of this is likely now in a landfill or has rotted to dust in some storage locker
I think there was like, a whole mini-book made of different scenes from Earthbound done in clay to advertise it in JApan
This is beyond off topic but since Kitrinx has solved the problem of FC recreation and there's nothing else to discuss, here's behind the scenes of the practical effects to make the classic HBO feature presentation intro.
#hbomax #hbointros
@Nekosicle archived these intro's (1976 - 2011) (00:10:00+) and I upscaled everything to 4k with davinci resolve so hopefully these will be preserved for a while longer.
The artistry of those days, just fascinating.
Which makes me think. We need a MiSTer bootcore based on that complete with the music.
Or that should be how MiSTer2 gets introduced.
I mean, there was a new AccurcyCoin test that came out a few days ago and the core fails soem of them, but she's busy with Jaguar for now
I assume those new tests are just Kitrinx and whoever makes them having fun one-upping each other at this point.
Check out old Atari 2600 ads, lot of clay and rubber puppets and stuff in those back then
And Jack Black
"4k"
I think they mean 4 x 4 pixels
Just because there's 3840x2160 pixels doesn't mean they picked the best ones. i mean, that's a lot of pixels to fill.
gotta be getting some minor leaguers in there
Yeah it's a pretty ridiculous thing to put in the title with the source video being 320 x 240 15 fps
played off a VHS from under someone's couch cushions
that being said, that was a badass video, I'd love to see a better quality version
One of, if not the most iconic television intros
the HBO opening was pretty epic.
I think I can safely show this off, that's the z80 side
That’s cool, sorry for the dumb question it what does that mean
the z80 has roms and makes graphics that are shown on one screen and the nes makes it's own graphics and is shown on another on the dual monitor machine.
Oh wow so you have another processor running in addition to the NES in the core?
the z80 basically controls the nes, it can reset the game or cycle through the slots, it's there to handle the quarters and time. It's kind of like making 2 cores
There's brief instructions for the games too you can look at, pretty unique
That’s badass!
Is this running on MiSTer, or are you just showing PC10 images?
mister screenshots
So we need to buy 2 TVs?
no not yet, there's a single monitor cabinet too
Fiery Mario
Does the Z80 part of the system have specialized graphics/audio hardware? If it does, what hardware is that? If it doesn't, how does that part work? I mean, does it simply copy over the graphics to some tilemap memory using the Z80 and that's it?
You got me curious about that NES-outside-the-NES part...
no audio thankfully, for video the z80 writes to some ram, then that's used to pick the tiles from character roms, and colors from some proms. No custom chips, mainly TTL.
Is this like that dual-screen Punchout arcade?
punchout used the top screen for things like score, time, and power. Something like this
I meant is this the same hardware you're working on, or was it something different?
PC10s z80 stuff is alot simpler than the z80 based punchout game. punchout was a 3 board stack, pc10 is only one board and 1/4 of that is cart slots.
I see, so definitely something different then
Yes. Vs. Wrecking Crew also expands a lot on the the standard VS. games
yes different, but both use some of the same chips to do similar things. maybe designed by the same people, who knows
vs games might be more interesting than pc10 games, they expanded the gameplay on some of them like balloon fight and wrecking crew because they now had slightly more resources to play with. Some PC10 games are just the nes counterparts.
I think Punch Out actually used the NES chip, but only for sound? It also had an extra chip for voice?
yeah nes cpu for sound fx and another vlm chip for speech.
Thanks for explaining 🙂
Would arcade Punch-Out!! even be possible on MiSTer?
sure, why not? What would make it not possible?
No idea! That's why I was asking!
those were mister screenshots too, but don't tell anyone 🤫
A lot of pc10 were converted punch out cabinets
Apparently Nintendo had a lot in a warehouse and pc10 came out of finding another use for them.
I first played SMB3 a few months before it was released on nes in the US on a pc10
Same! I played it way too much on the PC10 machine at my local arcade.
I bet that was a pretty good earner before the release. It might have had this topper on there at the time
One arcade had mario bros (non super) as the only game in the pc10 cabinet and the cabinet disappeared shortly afterward
The machine I played on was at a convenience store up the road from where I lived at the time. It had a pc10 and kid Nikki. Another store had black tiger and a laundry mat had vs. SMB. Didn't have an arcade close by but I knew where the games were..lol
Nice! I was looking for the other games for the same hardware and i did not know there was a sequel : super punchout and a spin-off : arm wrestling
not exact same HW, SPO had a extra security card and AW had some changes to 2 of the 3 boards.
Will it be possible to save the times in Mike Tyson’s Punch-Out?
Oh shite I messed up my controller settings
I use a SNES controller for NES games
Y=B, B=A, X=turbo b and A turbo A
How do I set that up again?
I can configure the controller just fine it’s the additional 2 dedicated turbo buttons that’s giving me trouble
Delete the controller config in //media/fat/config/controller/
Instead of controller, input folder?
Nah I can always reconfigure
Do you know how to make those additional always turbo buttons?
No sorry
Don't be sorry, son. Be better.
ok 
I don't know if you can unless it's in the mapping for the core
the new button/key remap lets you setup permanent autofire. go into that and hold the 'menu ok' button until you get the advanced menu and you can set it up there
wait whaaaat
go into what and hold menu ok? The main controller mapping or core
core, 'button/key remap' I think it is called
permanent autofire? as in you don't even need to press the button?
no, as in you set a rate for a button and you can save it instread of having to do the button+osd thing every time you use that core/mra
Thank you!
Hey @amber willow question regarding PC-10: would that be easier scoped as a console core and load up the pc_gamename.zips in the 10 slots, or would it be separate MRAs like the Vs System games? Curious as to which direction you’re headed.
The developer Infidelity has just announced he's working on a complete 16-bit overhaul of Mega Man II, based on his NES to SNES conversion. This will be an aesthetic upgrade that will still play exactly like the original NES version (and his current conversion), just with the reduced slowdown and sprite flicker these SNES conversions
Probably MRA, I thought of maybe adding a fileloader to specified slot but I think that would require the multiple files to be in a .nes container, and that would have to contain the prg and chr like normal but also the z80 rom and rp5h01 dump. There's some tool out there that will make those but I'm not sure if any of the sets have the .nes like that currently, so that may lead people to trying to use versions without the extras and cause problems.
Mame only loads a game to one slot.
This is why I haven't really had much interest in pc10 emulation. Nothing actually replicates the full experience. Not the fault of anyone that has tried..it's just not an easy thing to replicate.
I'm going to try to make it the best I can with lots of options, but nothing is finalized yet.
options are bad
So it would be: Load a single MRA that specifies what to load for all game slots? So every particular set of games would need it's own MRA?
And the other way to do it would be to have a "Load rom" for each slot (of 10)? But the problem is the file format for the roms? Because mame format roms would maybe need an MRA per game or something? Or we make some kind of .nes file to load instead?
Seems awkward no matter what due to the number of slots.
There's 7 or 8 files that need loaded for "bios" not just one, so it will probably be a mra for each individual game that loads the bios and that game to slot 0. Maybe I'll do an example 10 rom mra that people can edit themselves to customize.
And then I could still have a "load nes" option that loads your pc10 .nes file to whatever slot is selected in the osd. For people who really want games in all 10 slots.
Curious, and only you’d know at this time, but do the NES files in the HTGDB that are in the PC-10 folder have the instructional data that appears on the second screen? I always thought those particular roms were converted somehow.
there is a proper way to make .nes files of pc10
I dont really trust HTGDB to have proper roms of them though, especially not nes stuff
You could check, if the pc10 version of the .nes is the same size as the normal .nes file for that game it doesn't have the extras(it should be around 8kb bigger). Let me know if you find a set that is different sizes
The PC-10 version of smb3 is 8kb larger than the retail
@amber willow so I suppose that means that most folks who have that set already have the roms in .nes format that they can use. Right now, running them in the NES core has all sorts of dire conclusions (poor Mike Tyson’s Punch-Out!!)
I thought most of them worked if you just loaded the right palettes
sounds promising, I'll take a look.
PO needed extra battery backed wram. someone was talking about adding that to the mapper since there's only 1 mmc2 game
or something like that, it crashes when it tries to enter the initals menu like after you beat glass joe or something. I don't remember
It crashes after the conclusion of a fight
The fight could be Glass Joe, Don Flamenco, Piston Honda, Super Macho Man, or Tyson Himself. Same conclusion. Lockup post-fight.
what if you don't make the top ten like you win slow?
maybe it's trying to write the z80
I have already played it, I got it working on pc10. it's missing ram
Rad! Let me know if you need me to do a playthrough on it to test it. I run that ish on TikTok Live nightly anyway, so it’s 20 minutes out of my night to run it.
On the pc10 cart there's ram chip that's not on the nes cart. So maybe the nes core mmc2 mapper could check the battery backed flag in the header and if it's set, you'll know it's the pc10 version of the game and enable the ram.
So it looked like HTGDB set has the PRG, CHR, and instructions, but is missing the 16 byte security key, without that the game doesn't get added to the gamelist. I searched around and found the program (PC10make) that is suppose to add the keys and tried to run it on the HTGDB roms and it didn't like them for some reason, I tried a set from 2021. And looking at the code it may add the key in an inverted way compared to mame so I may just end up making my own script to make the .nes files. (if I even have the fileloader 🙂 )
So, that would mean having the MAME set of pc10 could be converted to .nes
I'd have to provide the headers if I wanted them if I converted mame roms to .nes.
How tedious is that?
Is this happening to anyone else?
From this set so headers should be OK?
Ok, reloaded the core and now I can’t reproduce it 🤷♂️
https://github.com/MiSTer-devel/NES_MiSTer/blob/master/README.md Table at the bottom
ah perfect.
if you want to save games on mapper 30, run the unstable core. I added flash savings but it is pending a stable release. you can´t save on mapper 30 with stable
Mine will be alittle while off yeyt
How massivly unrealistic would a somewhat accurate composite filter be? I just struggle to play NES without that ladder effect on the composite video. It's not possible on the conposite output from MikeS nor the output from the su carrier option without borking every other system so an overlay/filter seems the best option. I've been trying to modify the rgb output but it's not looking right and honestly I dunno how it could without correct ppu behaviour (in terms of the composite output)
pretty unrealistic
it would be an absolutely enormous waste of timing resources on a core that can't really afford it
even if I generated the native composite signals, which isn't bad, there's no way for the framework to output it
so i'd have to encode it as composite then decode it back to rgb with all the junk composite fidelity loss and artifacts, with asychronous clocks
it would be a nightmare
the option Kuba added to the Saturn was great. adds just the right amount of blur to restore transparency. not sure how resource intensive (both in personal time & logic gates) it would be to implement
NES doesnt need that
it didn't use composite in any especially meaningful way for effects
b-but muh trees in woodman's stage
Flickering for transparency?
composite doesnt have anything to do with that, it only impacts horizontal
What is the ladder effect?
I suppose it could go out over user io as a selectable option, but it is a lot of work for all 3 of us that would care
I suppose it's not a great description but the NES composite output has a pretty unique look to it
What's the LE utilisation like on the core? I suppose mappers take up a big chunk
it can't
that's a digital port
and you're not going to build a good video signal out of 7 bits
it's not the LE's, it's the slacks. we have like 300 mappers, it's very taxxing
That's true, I didn't consider that. I suppose the only other option would be replacing Mike's code but again, a lot of work for something no one cares about
I don't know who mike is
I'd suggest you just get a real nes if you absolutely must have the original broken composite
it's very bad
one of the worst composite outputs of any console, out of spec and badly generated, one of nintendo's more budget-forward moments
I feel like trying to emulate the original hardware is ideal, but not to a fault. Some stuff, like the shoddy NES composite, can be left behind and you wouldn't miss anything.
There's a reason why nobody wants to emulate RF. Even decades ago RF was always seen as unappealing compared to alternatives.
RF on nes is not something you should emulate
also disabling the 9v output is the best thing to do on the console anyway
I disagree with both of these takes tbh. There’s nothing wrong with people wanting a completely “accurate” recreation, but it is (of course) completely up to the devs whether or not they want to implement that
I think the best compromise is what MiSTer has already - very clean output, which can be butchered downstream if people really want to
New test of AccuracyCoin
https://github.com/100thCoin/AccuracyCoin/blob/main/README.md#stale-sprite-shift-registers
Sorry, Kit can't come to the core right now, she is busy working on Virtual Boy and Jaguar. Please try again later
NES has also 3d glasses 😅
tests are failing?
this guy needs to stop making stupid tests, these trivial things are irritating and dont impact any real behavior
okay ill fix them in a while
I have a lot cooking

MikeS. The guy who added the initial composite output to MiSTer. Also I kinda disagree. It's hugely nostalgic and in my opinion breaks up the bland look given the limited pallet. I'm weird it seems and not many feel the same way but hey, was just a question. I'll keep hold of my real nes I guess
It is nice to archive as much as possible anyway IMHO. Kinda seems like MiSTer has done that in spades. The nuances in pallet differences have been a discussion for decades
they are close enough
composite has no palette, your tv does
it's however your tv chooses to interpret the electrically out of spec composite the nes produces
so it's random, and hence why there is endless debate
people are try to define something that is literally undefined behavior
with palettes at least you can ensure that your tv is calibrated to spec and it will get something controllable and consistent
I just use your palette and call it a day.
sony CXA my goat
Would D93 or D65 be more accurate for period correct Japan developed games? 😬
…I will see myself out 😆
This plus one of the scanline filters (soft, I think)
one of my PVM has a D55 setting 🤣
the french NES had a composite to RGB scart converter
can't we use the RGB values from a french NES ? 😄
france uses SECAM
I don't really trust any european versions of anything for the nes as being what we would consider canonical
it's canonical for french kids 😄
but for 8/16bit consoles, we had RGB scarts (either real RGB, or composite=> RGB forthe NES)
And after that, our TV were compatible with PAL, so they stopped doing that :/
We never had SECAM consoles
plenty of official nes hardware has had rgb on it like those uuuh acrade cabs and whatnot
its just different every time
according to wikipedia, 1.8 million NES were sold in France, so probably the most common RGB NES hardware
(which does not mean it has the "true" RGB values 😄 just the most common ones)
french NES's have RGB scart?
does it count as RGB if it's just adapted from composite?
are you sure it isn't just composite on a scart cable?
that's what it sounds like
its composite converted to RGB scart inside the cable apparently 😮
not inside the cable, on the PCB
there was a composite => RGB converter on the PCB, an an AVOut cable on the back of the french NES !
secam TV does not work with pal composite
RGB was the only real solution
RGB scart was mandatory in France, it was called "peritel"
funny solution
nobody cared about secam I think 😄
yeah its too small a market probably to bother with , esp considering how hard it'd be for nes
i guess they already had like rgb circuit designs for the you know playchoice 10 or whatever
also it allowed nice things like working on Atari ST monitors, or arcade monitors I guess
a secam signal, nobody wants that 😄
it's supposed to be the same layout than SNES avout
We also had PC engine imported by "sodipeng" at the time, which were RGB PC engine too 😄
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