Nestopia and Ninja Gaiden/Burai Fighter
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Re: Nestopia and Ninja Gaiden/Burai Fighter
Hi *Spitfire_NES*
I was wondering how you went implementing a fix in Nestopia.
So, did you manage to fix this ?
Cheers
I was wondering how you went implementing a fix in Nestopia.
So, did you manage to fix this ?
Cheers
- *Spitfire_NES*
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Re: Nestopia and Ninja Gaiden/Burai Fighter
hi oxyandy,
Presently at an impasse. The code posted on page 2 of this thread is where everything is at. Mickeys has apparently been fixed thanks to james help!.
The burai fighter issue has not been fixed. Do you have any ideas that may be of help?
Someone who understands the structure better of nestopias code might be able to do better than me. These 2 issues seem to be related though.
Presently at an impasse. The code posted on page 2 of this thread is where everything is at. Mickeys has apparently been fixed thanks to james help!.
Someone who understands the structure better of nestopias code might be able to do better than me. These 2 issues seem to be related though.
- *Spitfire_NES*
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- Joined: Fri May 21, 2010 4:10 pm
Re: Nestopia and Ninja Gaiden/Burai Fighter
zxbdragon is this code referring to mickeys or burai fighter?zxbdragon wrote:in nemu...
fixed is
if(address & 0x1000)
irq.address =4;===>irq.address =8;
?
edit*** also referring back to some pms maybe we need to check if nestopia is putting palette writes on the bus.
Re: Nestopia and Ninja Gaiden/Burai Fighter
???*Spitfire_NES* wrote:zxbdragon is this code referring to mickeys or burai fighter?zxbdragon wrote:in nemu...
fixed is
if(address & 0x1000)
irq.address =4;===>irq.address =8;
?
edit*** also referring back to some pms maybe we need to check if nestopia is putting palette writes on the bus.
this code referring to mickeys or burai fighter in other emu
- *Spitfire_NES*
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Re: Nestopia and Ninja Gaiden/Burai Fighter
thank you for replying zxbdragon. I was just asking if that block of code you were asking about was referring to mickey's or burai fighter.
Re: Nestopia and Ninja Gaiden/Burai Fighter
Same result of the other guy. It fixes Mickey, but not Burai FIghter. I don't know about $2006, since it's a write-only register.
- *Spitfire_NES*
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Re: Nestopia and Ninja Gaiden/Burai Fighter
so just to clarify zepper, you tried this fix with the same result on a different emulator?
Re: Nestopia and Ninja Gaiden/Burai Fighter
In my own emulator, of course. Fixes Mickey in Letterland, but not Burai FIghter. I understand on $2007 reads and writes, but what about $2006???
- *Spitfire_NES*
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Re: Nestopia and Ninja Gaiden/Burai Fighter
Zepper wrote:In my own emulator, of course. Fixes Mickey in Letterland, but not Burai FIghter. I understand on $2007 reads and writes, but what about $2006???
looks like your emulator and nestopia share the same problem then, so what will work for yours will prob work for nestopia too. Will be interesting to see for sure. Thanks for clarifying.
Im digging back through what i have on the issue to see if i can find anything of relevance.
Re: Nestopia and Ninja Gaiden/Burai Fighter
$2007 Reads,PPU is death.Zepper wrote:In my own emulator, of course. Fixes Mickey in Letterland, but not Burai FIghter. I understand on $2007 reads and writes, but what about $2006???
I think
Re: Nestopia and Ninja Gaiden/Burai Fighter
Well, at $2007 read, the ppu address is given by loopy_v & 0x3FFF, since it ignores the higher bit ($4000). But how's supposed to handle the ppu mirroring $3000-3EFF to $2000-2EFF???
Re: Nestopia and Ninja Gaiden/Burai Fighter
The PPU doesn't do that mirroring. The CIRAM does that because it's not connected to A12 in the vast majority of boards.
- *Spitfire_NES*
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Re: Nestopia and Ninja Gaiden/Burai Fighter
hey tepples, just to clarify, is the CIRAM related to burai fighter?tepples wrote:The PPU doesn't do that mirroring. The CIRAM does that because it's not connected to A12 in the vast majority of boards.
Re: Nestopia and Ninja Gaiden/Burai Fighter
Warning! The following code/description respects my ppu gfx engine/rendering method and an idea from Disch, be sure to read this post. A few things might be "different" for a few of you. 
I have no clue about a proper fix for Burai Fighter. Works on Nintendulator, but not on Nestopia. It doesn't matter the MMC3 PPU bus value, the score is still clipped, much like what happened with Gradius II (J) ages ago, but that's mapper 25. My only finding was about Mickey in Letterland. It's 1 scanline early in puNES by seeing a screenshot posted here. A way for fixing it relies on $2006 second write. The MMC3 PPU bus should take loopy_v & 0x3FFF, and the mirroring must occur. In short words, if( ppu_bus >= 0x2000) ppu_bus = 0 (no rising).
I have no clue about a proper fix for Burai Fighter. Works on Nintendulator, but not on Nestopia. It doesn't matter the MMC3 PPU bus value, the score is still clipped, much like what happened with Gradius II (J) ages ago, but that's mapper 25. My only finding was about Mickey in Letterland. It's 1 scanline early in puNES by seeing a screenshot posted here. A way for fixing it relies on $2006 second write. The MMC3 PPU bus should take loopy_v & 0x3FFF, and the mirroring must occur. In short words, if( ppu_bus >= 0x2000) ppu_bus = 0 (no rising).
Re: Nestopia and Ninja Gaiden/Burai Fighter
CIRAM is just a name I found somewhere for that 2K VRAM chip on the motherboard, commonly used for nametables. And according to its entry in NesCartDB, Burai Fighter uses the TEROM board, which doesn't do anything funny with the nametables the way After Burner and Namco 129 and 163 do.*Spitfire_NES* wrote:hey tepples, just to clarify, is the CIRAM related to burai fighter?tepples wrote:The PPU doesn't do that mirroring. The CIRAM does that because it's not connected to A12 in the vast majority of boards.