Current Problem PowerPak Games

Discuss hardware-related topics, such as development cartridges, CopyNES, PowerPak, EPROMs, or whatever.

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blargg
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Post by blargg »

tepples wrote:I've made a ROM that fills PRG RAM with a pattern and then hex-dumps it. Does $A001 bit 6 (read-only PRG RAM) exist?
Yes, I was using it a few weeks ago and verified that it write-protects WRAM, but still allows reading.
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J-Aap
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Post by J-Aap »

loopy wrote:There was glitching on WRAM /WE. I added a filter to M2 to fix it. This seems to have fixed Crystalis as well.

http://home.comcast.net/~olimar/NES/pow ... 3test2.zip
This seems to work!! Played ff3 again and the airship glitch did not occur. Fantastic! Thnx Loopy
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loopy
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Post by loopy »

tepples wrote:Could you elaborate on what kind of conditions would have caused such a glitch in old MAP04 versions, so that I can trigger these conditions in my test ROM to make sure this doesn't happen again?
PRG /CE (which is used by the mapper to get A15) changes slightly after M2. Writes to E000-FFFF would briefly assert WRAM /WE, causing ram corruption.
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loopy
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Post by loopy »

I applied the same fixes to my other mappers, and made a few other changes. It's interesting that thefox didn't have the same problem with his MMC3 mapper, I wonder why.

MMC3: improve IRQ timing
MMC3: add "open bus" read for 4016/4017 (fix Dirty Harry control problem)
VRC6: added mapper 26 (Esper Dream 2, Madara)
N106: IRQ bugs fixed

http://home.comcast.net/~olimar/NES/
If anyone has other requests, now would be a good time to ask them, while I'm in the mood :P
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Memblers
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Post by Memblers »

loopy wrote: If anyone has other requests, now would be a good time to ask them, while I'm in the mood :P
What would be great is if there was an easier way for me to create PowerPak version of the Verilog modules I've made (for a CPLD cart). Some kind of Verilog template mapper would be great. I asked thefox for a similar type of template also and maybe I'll see that sometime, but I don't think it would hurt to have another example.
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blargg
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Post by blargg »

loopy wrote:MMC3: add "open bus" read for 4016/4017 (fix Dirty Harry control problem)
Please elaborate! I've recently run into some issues with open bus bits not always being zero for $4017, and wonder whether this is related.
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loopy
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Post by loopy »

Memblers wrote:What would be great is if there was an easier way for me to create PowerPak version of the Verilog modules I've made (for a CPLD cart). Some kind of Verilog template mapper would be great. I asked thefox for a similar type of template also and maybe I'll see that sometime, but I don't think it would hurt to have another example.
http://home.comcast.net/~olimar/NES/pow ... py_src.zip
Not a template, but here's the source to the mappers I've made.
I'll try to get a decent template for you tomorrow.
Great Hierophant
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Post by Great Hierophant »

Can anyone implement these mapper variants, if needed?

Implement Mapper 206? This should fix Karnov and possibly some Tengen games. Ditto for Mapper 144 and Hot Slots/Peek-a-Boo Poker.

Mapper 158 - Used for Alien Syndrome, but the game seems to work fine in the PowerPak using Mapper 4. Ditto for Death Race and Mapper 144/79.

These numbers are used primarily, if not exclusively, in Nestopia.

Despite the previous work, FDS Metroid still does not work in my Famicom AV. Can anything be done? The best I can get is to load to a Brinstar screen loaded with tiles all over the screen and unable to move.
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MottZilla
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Post by MottZilla »

loopy wrote: If anyone has other requests, now would be a good time to ask them, while I'm in the mood :P
Mapper 90? MMC5? VRC7? Might as well reach for the sky! ;)
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Post by Great Hierophant »

Jeroen wrote:loopy has an early version of mmc5 on his site..........it works with cv3 but has some glitches in other games.
I can't seem to find such anywhere, and CV3 shows a black screen with the current set.
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OldNESJunkie
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Post by OldNESJunkie »

Crystalis still seems to have issues even with your latest mappers. I play up the pont of findind the village elder in the cave where he tells you to get the lighthouse working, exit the cave & game crashes.

Edit 12/18/2010:

Just popped back on to mention I re-downloaded the updated Loopy map files & now Crystalis & others working fine for me.
Last edited by OldNESJunkie on Sat Dec 18, 2010 8:13 am, edited 1 time in total.
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loopy
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Post by loopy »

MottZilla wrote:
loopy wrote: If anyone has other requests, now would be a good time to ask them, while I'm in the mood :P
Mapper 90? MMC5? VRC7? Might as well reach for the sky! ;)
I tried mapper 90. There are still some problems with it. You can download it with the others.
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loopy
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Post by loopy »

blargg wrote:
loopy wrote:MMC3: add "open bus" read for 4016/4017 (fix Dirty Harry control problem)
Please elaborate! I've recently run into some issues with open bus bits not always being zero for $4017, and wonder whether this is related.
Probably not. All I did was set D7 and D5 low on 4016/4017 reads.
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Memblers
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Post by Memblers »

Thanks, loopy! This is pretty cool to see.

I'll try compiling one of those when I get home later. I'm presuming I still need the constraints file or something from the PowerPak schematic, so the pinout can get assigned, and all that. I'll find out soon enough.
Great Hierophant
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Post by Great Hierophant »

OldNESJunkie wrote:Crystalis still seems to have issues even with your latest mappers. I play up the pont of findind the village elder in the cave where he tells you to get the lighthouse working, exit the cave & game crashes.
I was able to get past that point just fine. However, the status bar is jumpy on the inventory screen and very occasionally when walking.
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