Search found 38 matches

by GreyRogue
Sun Dec 15, 2019 9:49 am
Forum: NES Hardware and Flash Equipment
Topic: Having issues dumping Multicarts! Any help?!
Replies: 13
Views: 2212

Re: Having issues dumping Multicarts! Any help?!

If the "INLRETRO Kit" is anything like the INL-Kazzo, then don't ever bother, because it cannot dump any advanced multicarts due to the lack of a proper M2 signal, and certainly not MINDKIDS. Are there multiple behaviors with the various MINDKIDS boards? I've successfully dumped two (Wisdom Tree Co...
by GreyRogue
Tue Aug 27, 2019 6:21 pm
Forum: NESdev
Topic: VRC5
Replies: 43
Views: 21804

VRC5

Neat. The missing VRC (5) chip has been found.

https://www.youtube.com/watch?v=1rnf13b3dG4

(English subtitles are there)
by GreyRogue
Tue Jul 16, 2019 4:44 am
Forum: NES Music
Topic: Nes ROM with 5b sound
Replies: 23
Views: 7907

Re: Nes ROM with 5b sound

Yes this is what i was planning to do. And yes i were aware of the rerouting needed to be done, i believe i need to reroute 4 lines. A14, A13,R/W and CE. I had missed the part with bus conflicts though. What would happen if i wrote to those on an MMC3 mapper if i had the sound chip connected? And d...
by GreyRogue
Tue Jul 16, 2019 3:19 am
Forum: NES Music
Topic: Nes ROM with 5b sound
Replies: 23
Views: 7907

Re: Nes ROM with 5b sound

What i am doing is creating a expansion port sound card/module. So i am not using the 5B chip per say. So i am not able to select and write to $C000 and $E000 without a 69 mapper? because thats all i need to do from what i understand (well ofc write correct info to create sound) You mean the NES Ex...
by GreyRogue
Mon Jul 15, 2019 4:36 pm
Forum: Newbie Help Center
Topic: Need help dumping Cheetahmen: The Creation
Replies: 83
Views: 16146

Re: Need help dumping Cheetahmen: The Creation

Ok. So from this post (http://forums.nesdev.com/viewtopic.php?f=10&t=19093&start=15#p240720), it looks like CHR-A14 is hooked up to Q5, CHR-A15 (VPP) is connected to Q6, and /ROMSEL connects to CLK. Also, /WE is hooked up to something. CPU R/W looks like it's in about the right place for that, and t...
by GreyRogue
Sat Jul 06, 2019 7:42 am
Forum: NESemdev
Topic: Zelda dungeons
Replies: 19
Views: 14985

Re:

Some of the Ninja Gaiden games use the 8-sprite limit on cutscenes. Sorry for the necrobump. Just noticed the wiki (https://wiki.nesdev.com/w/index.php/Sprite_overflow_games) was asking for more details on this, so I played through the game. This is the list of 8 sprite limit masking effects I foun...
by GreyRogue
Thu Apr 11, 2019 3:36 pm
Forum: NESemdev
Topic: 085.txt updated with full VRC7 audio details
Replies: 28
Views: 26871

Re: 085.txt updated with full VRC7 audio details

**** SIDE NOTE **** Writing to Regs R:00 through R:07 do NOT seem to have an immediate effect on channels using instrument 0. Lagrange Point (Track 2 of the NSF) will write to these regs while a channel using instrument 0 is still keyed on and audible, resulting in an ugly and very noticable "blurp...
by GreyRogue
Fri Mar 08, 2019 10:57 pm
Forum: NES Hardware and Flash Equipment
Topic: The state of PowerPak mappers
Replies: 32
Views: 17165

Re: The state of PowerPak mappers

Perhaps the MIST could serve as the project to contribute to, given it's ambitions of emulating a myriad of consoles? Unfortunately the current source code structure appears to have a lot of technical debt, with all of Loopy's Powerpak mappers just pasted into one big mapLoopy.v file. But with some...
by GreyRogue
Sat Feb 23, 2019 4:30 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak mapper 30 implementation
Replies: 67
Views: 65594

Re: PowerPak mapper 30 implementation

Looking at Bananmos' verlog, it looks like it supports 1-screen and 4-screen but the assignments are backwards, unfortunately. So, if you have a hex editor, you can change a single bit in the ROM to make it work with the backwards assignment. Byte $6 (the 7th byte) of the iNES ROM should be $E8. Ch...
by GreyRogue
Sat Jan 26, 2019 5:05 pm
Forum: Homebrew Projects
Topic: NESmaker showcase, January 2019
Replies: 29
Views: 15622

Re: NESmaker showcase, January 2019

It looks like games that are created with the PAL flag set don't have the NES 2.0 identifier in the header. Can anyone confirm they are created this way? My understanding is those flags should only be used if header indicates 2.0. Am I mistaken on this?
by GreyRogue
Sun Jan 06, 2019 5:41 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 18
Views: 13403

Re: Bandit Kings uses the MMC5 vertical split screen scrolli

By the way. It looks like it uses split screen mode, but doesn't use split screen scrolling. The split screen is on the left. It's using normal scrolling on the right.
by GreyRogue
Sun Jan 06, 2019 5:38 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 18
Views: 13403

Re: Bandit Kings uses the MMC5 vertical split screen scrolli

koitsu wrote:Is there a reason nobody is making a save state of things before the ending? If so, what is that reason?
Here's a sav state after the battle.
by GreyRogue
Sun Jan 06, 2019 5:36 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 18
Views: 13403

Re: Bandit Kings uses the MMC5 vertical split screen scrolli

To finish the game: You should start on Heavenly King's province. Select Fight/War. Pick the heroes that have more than 90 men each (maybe leave Heavenly King behind). Attack Area 14. Are you sure you uploaded the correct SRAM file? Area 14 is unoccupied, and I cannot target it from the Fight/War m...
by GreyRogue
Sun Jan 06, 2019 5:14 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 18
Views: 13403

Re: Bandit Kings uses the MMC5 vertical split screen scrolli

A list of steps to follow would be useful - I don't even know how to play that game, let alone win it, and I'm curious to see how my own emulator handles the ending. To finish the game: You should start on Heavenly King's province. Select Fight/War. Pick the heroes that have more than 90 men each (...
by GreyRogue
Sun Jan 06, 2019 5:08 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 18
Views: 13403

Re: Bandit Kings uses the MMC5 vertical split screen scrolli

Ok. I cheated my way through Bandit Kings to the end. I can confirm it does use Split Screen in the ending. (It writes 0x8F to 0x5000 and 0x1F to 0x5002). Those are audio registers. Is that what you meant to write? Sorry you're right. I meant 0x5200 and 0x5202. Just double checked. Also, 0x5104 is ...