Search found 355 matches

by hap
Tue Jul 26, 2005 4:26 pm
Forum: NESemdev
Topic: Irem H-3001
Replies: 0
Views: 3924

Irem H-3001

There are not many games that use this board, so it's hard to test things: Kaiketsu Yanchamaru 3, Spartan X 2, Daiku no Gen San 2. Is it known what 0x9000 and 0x9001 do ? 0x9001.7 probably is the mirroring switch, but I don't know about the other bits. Spartan X 2 writes to 0x9000.6 (0x40), the othe...
by hap
Tue Jul 26, 2005 4:16 pm
Forum: NESemdev
Topic: Castlevania IIIe issues
Replies: 38
Views: 20736

I can guarantee that Castlevania 3 - Dracula's Curse (E) does glich while scrooling vertically in Nintendulator as well than on the real hardware (many emus doesn't show the glitch exacly how it is on the real hardwar), however I don't know if the US version has gliches or not. You mean that backgr...
by hap
Fri Jul 22, 2005 4:36 pm
Forum: NESemdev
Topic: Sayoonara 2001.3/2001.4
Replies: 28
Views: 20879

Ah, that's good to know. Does CopyNES do anything else significant ? (eg. disabling frame IRQs). Or even better, is its internal ROM (file) freely available to the public ? If not, perhaps Kevin Horton would be willing to release it ?
by hap
Fri Jul 22, 2005 9:16 am
Forum: NESemdev
Topic: Sayoonara 2001.3/2001.4
Replies: 28
Views: 20879

But isn't it very likely that that FAQ was made using an emulator ? Or do you remember the Kyzokus cheat on the real NES ?

pputime2 and Sayoonara have been tested on a real NES, and that contradicts blarrg's test result.
by hap
Fri Jul 22, 2005 5:44 am
Forum: NESemdev
Topic: Sayoonara 2001.3/2001.4
Replies: 28
Views: 20879

I collected most from this thread, and use my emulator to test things (except for Sayoonara: no sound yet :p ). As for other emulators: I think Disch's emu flushes RAM with 0xff, and Quietust's Nintendulator flushes it with 0x0, judging from the behaviour between the two when testing the above list....
by hap
Fri Jul 22, 2005 4:27 am
Forum: NESemdev
Topic: Sayoonara 2001.3/2001.4
Replies: 28
Views: 20879

Rise from your grave, topic. Hello old hap, you're wrong, you switched values. Anyway, I tried Minna no Taabou no Nakayoshi Daisakusen (J), and it doesn't work when RAM is set at 0x0. (I quite like that game, it's a remake of an MSX game I enjoyed when I was a kid). To make it a bit clear: RAM at 0x...
by hap
Wed Jul 20, 2005 2:54 pm
Forum: NESemdev
Topic: TLSROM
Replies: 6
Views: 4877

Ah, I found the cause: My MMC3 IRQ handler gets called whenever there's a PPU read or write, so when there's a delay between two accesses, the 2nd access might get interpreted as a valid rising edge when it wasn't, 'refreshing' the handler constantly fixed Goal 2. Strangely, I haven't seen this bug ...
by hap
Wed Jul 20, 2005 1:38 pm
Forum: NESemdev
Topic: TLSROM
Replies: 6
Views: 4877

(to add 1 to my list above: Alien Syndrome (U) also seems to use this mapper). I've got several hacks up my sleeve for Goal 2 to work correctly, like feeding the PPU addressbus with loopy_v when in vblank, or disabling palette reads affecting the addressbus. But none for Ys 3... I've tried those in ...
by hap
Wed Jul 20, 2005 10:47 am
Forum: NESemdev
Topic: TLSROM
Replies: 6
Views: 4877

TLSROM

I just implemented iNES mapper 118: Goal 2, Pro Sport Hockey, Armadillo, Ys 3, NES Play Action Football. I'm having problems getting Ys 3 and Goal 2 run correctly, both have their status screens shaking vertically by 1 line, making me think IRQ handling is the suspect. But, none of the other MMC3 ga...
by hap
Thu Jul 14, 2005 12:47 pm
Forum: NESdev
Topic: Four 2006 Writes? (SMB3)
Replies: 27
Views: 15712

Sorry, my fault: I had the odd/even fields implementation commented out (scanline 20 being 340 cycles instead of 341 every odd frame as stated in Brad Taylor's doc). So without it, your demo will behave as the first sequence, and with it, as the 2nd. If normal behaviour is as the 1st sequence, it su...
by hap
Thu Jul 14, 2005 5:21 am
Forum: NESdev
Topic: Four 2006 Writes? (SMB3)
Replies: 27
Views: 15712

It's working fine.

Kind of off-topic: Judging from the pic of vert_bands.nes, it's supposed to shake a bit. My emulator is doing it like this (x position guessed):

40, 36, 39, 35, 38, 34, 37, 40, etc.
Nintendulator (probably correct?): 40, 36, 40, 36, 40, 36, etc.
by hap
Wed Jul 13, 2005 4:31 pm
Forum: NESemdev
Topic: confirmation on real NES
Replies: 7
Views: 5503

I've asked on another forum. Commando: "I never tried it in an emu, but if the "glitch" is characters flashing, that's normal." Rad Racer: (about the glitch on the above pic) "I finished it again a couple of months ago (back in january) and donエt remember seeing that. I was ...
by hap
Wed Jul 13, 2005 4:09 pm
Forum: NESdev
Topic: Four 2006 Writes? (SMB3)
Replies: 27
Views: 15712

It's working fine here with any colour, a good test for this, next to Micro Machines of course, is Loopy's paltest.nes where you can see lines gradually going to white, then to black.
by hap
Wed Jul 13, 2005 4:20 am
Forum: NESemdev
Topic: cpu speed
Replies: 32
Views: 16580

Thanks.

To 'fix' Stars SE, change 0x58 at offset 0x17 to 0x78.
by hap
Tue Jul 12, 2005 1:16 pm
Forum: NESemdev
Topic: confirmation on real NES
Replies: 7
Views: 5503

About Rad Racer in an old thread: http://nesdev.com/cgi-bin/wwwthreads/showpost.pl?Board=NESemdev&Number=1824&page=&view=&mode=threaded&sb=#Post1824 I think he's talking about the yellow scanline when going left. But not this, clarified with a pic: http://members.chello.nl/~s.mor...