Yes, I was using it a few weeks ago and verified that it write-protects WRAM, but still allows reading.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?
Current Problem PowerPak Games
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This seems to work!! Played ff3 again and the airship glitch did not occur. Fantastic! Thnx Loopyloopy 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
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.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?
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
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
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.loopy wrote: If anyone has other requests, now would be a good time to ask them, while I'm in the mood
http://home.comcast.net/~olimar/NES/pow ... py_src.zipMemblers 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.
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.
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Great Hierophant
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- Joined: Tue Nov 23, 2004 9:35 pm
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.
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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Great Hierophant
- Posts: 780
- Joined: Tue Nov 23, 2004 9:35 pm
- OldNESJunkie
- Posts: 22
- Joined: Sun May 31, 2009 11:41 am
- Location: Nashville, TN USA
- Contact:
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.
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.
Probably not. All I did was set D7 and D5 low on 4016/4017 reads.blargg wrote: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.loopy wrote:MMC3: add "open bus" read for 4016/4017 (fix Dirty Harry control problem)
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Great Hierophant
- Posts: 780
- Joined: Tue Nov 23, 2004 9:35 pm
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.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.