don't allow the user to press both left+right or up+down at the same time. Some games didn't count on an NES controller making this possible and thus will gritch very weirdly when the user presses both simultaneously.
Games I know of where this is an issue includes Battletoads and Zelda 2.
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For the sake of accuracy, such a feature should be made optional. I seem to recall at least one game that had debugging features activated by pressing two or more directions simultaneously.
This makes me wonder if any Japanese games mapped such features to Start or Select on controller 2, since a stock Famicom with hard-wired controllers doesn't have those buttons?
Yes, be sure to filter that out as Disch says. The bug in the snake level of Battletoads took a long time to find the cause of. There's a past discussion about this, along with code to handle it more intelligently than "if left+right or up+down then report that no direction is pressed".
No, the problem in Zelda 2 I had wasn't related to input. I don't filter input but I also haven't had any issue since I play with a gamepad anyway.
I fixed a bunch of stuff up today. I even have MMC3 support with IRQs. IRQs were really easy to get working infact. Well really the whole MMC3 was a breeze. I thought people said it was supposed to be hard? Although I am not emulating the Scanline Counter exactly the way it would really behave (based on A12).
Anyawy I still have plenty of problems to deal with but I also have alot more games to play with now. =)
MottZilla wrote:Although I am not emulating the Scanline Counter exactly the way it would really behave (based on A12).
Making fake MMC3 IRQs by counting scanlines is easy. Doing it the real way with A12 is the hard part.
I'm guessing that Kick Master will probably crash after you pick up the first item.
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