Arasoi wrote:I have tried using the light gun in both ports, yes. Sadly I don't own 2 zappers so can't try the trick of having 2 plugged in (I can see about borrowing another one)
The current problem is that the game glitches/freezes/makes a loud noise when used in a regular NES console. This is apparently due to a CRC check present in most arcade roms.
Unfortunately I havent had much luck disabling said check. it is a bit beyond my skill level at this point.
I could be wrong about this, this is just what I have been told by the ASM/ROM hacker trying to help me out.
It may be possible that the game expects both guns and is failing a system check routine because they are not both present, or is lacking some important piece of hardware that it expects from the Vs logic design or the Gun Kit.
I think that the Vs arcade will generate an error and refuse to load if both guns are not present upon booting.
If you can check with both guns plugged-in, see if it still freezes. I'd be curious to know the result.
Xious wrote:
It may be possible that the game expects both guns and is failing a system check routine because they are not both present, or is lacking some important piece of hardware that it expects from the Vs logic design or the Gun Kit.
I think that the Vs arcade will generate an error and refuse to load if both guns are not present upon booting.
If you can check with both guns plugged-in, see if it still freezes. I'd be curious to know the result.
-Xious
The gun games do have an alarm, but it is not a check for multiple guns. From the schematics, I believe it checks to see if Player1 Up is enabled all the time. You could try keeping Up held down to see if that fixes the Alarm sound. You would want to do this as soon as you can. Then modify the game for that check.
The graphic glitches could be because you don't have the mapper hooked up correctly. Most Vs. games use one of the output pins of the 2A03 to switch the CHR banks. Also, there is no CRC check on Duck Hunt.
2600 wrote:
The gun games do have an alarm, but it is not a check for multiple guns. From the schematics, I believe it checks to see if Player1 Up is enabled all the time. You could try keeping Up held down to see if that fixes the Alarm sound. You would want to do this as soon as you can. Then modify the game for that check.
Bingo, holding up fixes the alarm sound. Now its just a matter of finding and disabling that check.
2600 wrote:
The gun games do have an alarm, but it is not a check for multiple guns. From the schematics, I believe it checks to see if Player1 Up is enabled all the time. You could try keeping Up held down to see if that fixes the Alarm sound. You would want to do this as soon as you can. Then modify the game for that check.
Bingo, holding up fixes the alarm sound. Now its just a matter of finding and disabling that check.
If you do that, a simpler way to do the free play would be to do something similar. Duck Hunt checks the dip switches to see if they are enabled for Free Play. Just make the game code returns that they are.
You hack the games until they work.
Are they polling the dip switches? Make them read back a hardcoded immediate value instead.
Are they checking for the coin slot? Make them check for a button instead.
Are they using scrambled colors? Hack them back to normal.
Are they using the system-built-in CHR switch feature? Use a mapper instead.
And so on...
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
I've only ever seen them in NES format. Are those MAME files?
Look at them in a tile viewer to see what's CHR and what's PRG, then glue the files together in a hex editor, and slap on an iNES header. Don't forget to set the VS bit in the header, and possibly set it as Mapper 99.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
Super-Hampster wrote:then use a utility like TNINES to merge the chr, prg and hdr file I gave you into an .nes file
Why use a tool if you were already using copy /b just fine before? Does TNINES do anything more than join the files?
that I don't know. it might check the rom size against the reported size in the header and tell you if there is an error but I'm not sure. As far as I'm concerned I just use it to make sure they're merged correctly.
Would you repost the ips patch for Vs. Super mario bros to fix the pallette and coin input. The links don't work anymore. I'm a little late to the game on these downloads.. sorry I just bought the powerpak. nice setup they got there.
Thanks