Search found 13 matches
- Sat Aug 09, 2014 8:56 am
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
Still has this problem though. Sorry about the white line on the left, that's part of the window border. The top part of the ninja's face is visibile and shouldn't be. It's made of sprites that are normally hidden due to the 8-sprite limit, and they should only appear if you disable the limit. If t...
- Sat Aug 09, 2014 8:12 am
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
Good point. I didn't think to try that.tehcloud wrote:This is all you really need to eliminate the Ninja Gaiden (U) moon problem:I suppose this still qualifies as a hack. At least this way it still passes dma_4016_read.nes.Code: Select all
//if ((readAddress & 0xF000) != 0x4000) // cpu.Peek( readAddress );
- Thu Aug 07, 2014 3:49 pm
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
I will reply via PM to avoid repeating myself in the thread.Zepper wrote:@perilsensitive
Please, you must rephrase what you wrote about the IRQ fix. It's quite confusing to me, since you mixed it with tepple's question.
- Thu Aug 07, 2014 3:20 pm
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
I've been looking into the problem with Safari in Letterland a bit more after briefly discussing the issue with James via PM, and I have data explaining why the shaking happens, as well as a possible theory for what the actual fix is. Of course, it's possible that somebody has already tested this as...
- Thu Aug 07, 2014 8:44 am
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
You find a better solution ? I don't have a solution yet. Every emulator that implements these extra reads caused by DMA has similar glitches, so *nobody* has a solution yet. You could disable the extra reads altogether, although this would still be a hack. No games depend on this behavior, and man...
- Thu Aug 07, 2014 7:51 am
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
in NstApu.cpp 2138 if (!readAddress) { cpu.StealCycles( cpu.GetClock(cpu.IsWriteCycle(clock) ? 2 : 3) ); } to if (!readAddress) { cpu.StealCycles( cpu.GetClock(cpu.IsWriteCycle(clock) ? 3 : 4) ); } This won't work; it prevents the attribute glitch but breaks DMC DMA timing. For example, the sprdma_...
- Wed Aug 06, 2014 10:03 pm
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
sorry for the double post just wanted to add this real quick. I merged in your fix for burai fighter, but i noticed this overwrites james fix for mickey's in nstppu.cpp he shared a while back. NST_FORCE_INLINE void Ppu::UpdateScrollAddressLine() { if (io.line) io.line.Toggle( scroll.address & 0...
- Wed Aug 06, 2014 5:30 pm
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
Great , so you are nestopia rdanbrook maintains Nestopia UE, not me. I do use it on occasion however, so I created a github fork for sharing any fixes to bugs I might find. I don't do any real development on it. The main repository is at https://github.com/rdanbrook/nestopia. My own emulator is cur...
- Wed Aug 06, 2014 3:34 pm
- Forum: NESemdev
- Topic: Nestopia and Ninja Gaiden/Burai Fighter
- Replies: 107
- Views: 32693
Re: Nestopia and Ninja Gaiden/Burai Fighter
I've been lurking on this thread a while due to having these same issues in my emulator. I've resolved the glitch in Burai Fighter (using a completely different fix than the one described previously) and Ninja Gaiden, but I'm still having trouble with Safari in Letterland and Goal! Two, which also h...
- Mon Jul 22, 2013 9:40 am
- Forum: NESemdev
- Topic: VS System coin acknowledge
- Replies: 31
- Views: 28694
Re: VS System coin acknowledge
That's a good question. Apparently the answer is no. Vs. Dr. Mario, for example, skips the check for two frames. Vs. Castlevania skips the check for 8 frames (probably due to loading CHR data). So there are some opportunities for missing a coin, but they would be pretty hard to hit in practice since...
- Sun Jul 21, 2013 5:46 pm
- Forum: NESemdev
- Topic: VS System coin acknowledge
- Replies: 31
- Views: 28694
Re: VS System coin acknowledge
Is there a coin return? The coin acknowledge controls a counter, but on any cabinet does the coin acknowledge can be used to disable a coin return? Perhaps if someone is making a cabinet and/or game, you could use this not only to advance a counter but also to disable a coin return, so that if you ...
- Fri Jul 19, 2013 10:20 am
- Forum: NESemdev
- Topic: VS System coin acknowledge
- Replies: 31
- Views: 28694
Re: VS System coin acknowledge
Not really. Obviously there would be some variation due to the kind of coin or token, switches or mech being used, but the games allow for that by ensuring that the release occurs within the maximum time limit. It's possible that the check routine could vary enough from game to game to make a signif...
- Fri Jul 19, 2013 1:13 am
- Forum: NESemdev
- Topic: VS System coin acknowledge
- Replies: 31
- Views: 28694
Re: VS System coin acknowledge
I've been lurking on this forum for a while, but I figured it was time to actually post something. I've been cleaning up the VS. Unisystem emulation in my emu recently, so this topic has been of particular interest to me. Writes to or reads from $4020-$403F (and $4060-$407f, &c) clock a D latch ...