Search found 934 matches

by zeroone
Sun Apr 21, 2019 10:54 am
Forum: NESemdev
Topic: DANCE2000 extra registers
Replies: 4
Views: 6932

DANCE2000 extra registers

I noticed that the NintendulatorNRS implementation of mapper 518 (UNL-DANCE2000) uses a few registers not mentioned in the wiki . Register $5300 is DAC sound samples related. And registers $5500 and $5600 is for some sort of data persistence. I am particularly interested in the data persistence mech...
by zeroone
Sun Apr 21, 2019 9:13 am
Forum: NESemdev
Topic: COOLGIRL
Replies: 19
Views: 16152

Re: COOLGIRL

I don't know how to test the FCEUX implementation. If it actually works, could someone explain how it reads from the flash array?
by zeroone
Fri Apr 19, 2019 9:37 am
Forum: NESemdev
Topic: COOLGIRL
Replies: 19
Views: 16152

Re: COOLGIRL

I don't think you will be having issue in game play. This is true. However, if you power-cycle/reset a game with NVRAM, it displays the message, "SAVING... KEEP POWER ON!", indefinitely. I assume that if the flash emulation were functional, that message would eventually be replaced by the main menu...
by zeroone
Fri Apr 19, 2019 8:34 am
Forum: NESemdev
Topic: For help,Mapper 538's mapper info!
Replies: 5
Views: 8003

Re: For help,Mapper 538's mapper info!

Are you sure about that mapper number? Not only is that mapper absent in the wiki, it's not in the NintendularNRS source.
by zeroone
Mon Apr 15, 2019 7:15 am
Forum: NESemdev
Topic: COOLGIRL
Replies: 19
Views: 16152

Re: COOLGIRL

Beating a dead horse, but it really is a shame that every NES emudev has to reimplement 342+ mappers each... While we're ranting, the really unfortunate part is that the majority of high numbered mappers (the strange pirate carts) contain shitty games not worth playing. And on top of that, at least...
by zeroone
Sun Apr 14, 2019 11:23 am
Forum: NESemdev
Topic: COOLGIRL
Replies: 19
Views: 16152

Re: COOLGIRL

NewRisingSun wrote:The consequence is that you cannot save.
What does COOLGIRL enable you to save? That flash is huge.
by zeroone
Sun Apr 14, 2019 9:17 am
Forum: NESemdev
Topic: COOLGIRL
Replies: 19
Views: 16152

COOLGIRL

I am studying the NintendulatorNRS implementation of Mapper 342 and I noticed that it's missing the 4M of save flash. Any consequences to omitting the flash?
by zeroone
Wed Apr 10, 2019 2:08 pm
Forum: NESemdev
Topic: Audio volume/mixing and dithering
Replies: 4
Views: 6937

Audio volume/mixing and dithering

Regarding DSP, when attenuating audio or mixing audio (which involves attenuation and addition), should audio dithering be applied? Is seems like a similar process as bit depth reduction?
by zeroone
Sat Apr 06, 2019 12:52 pm
Forum: NESemdev
Topic: Mapper 340
Replies: 5
Views: 6458

Re: Mapper 340

Yes! That's the secret! It worked for me: @Override public void writeRegister(final int address, int value) { final int outer = address & 0x00FF; if (getBitBool(address, 5)) { setPrgBank(2, outer); setPrgBank(3, outer); } else { setPrgBank(2, outer | value); setPrgBank(3, outer | 7); } setNametableM...
by zeroone
Sat Apr 06, 2019 12:24 pm
Forum: NESemdev
Topic: Mapper 340
Replies: 5
Views: 6458

Re: Mapper 340

Here's my implementation: public class BMCK3036 extends Mapper { public BMCK3036(final CartFile cartFile) { super(cartFile, 4, 1); } @Override public void writeRegister(final int address, int value) { final int outer = address & 0x0018; value &= 7; setPrgBank(2, outer | value); setPrgBank(3, outer |...
by zeroone
Sat Apr 06, 2019 11:57 am
Forum: NESemdev
Topic: Mapper 340
Replies: 5
Views: 6458

Mapper 340

Mapper 340 appears to be a very simple multi-cart mapper. The implementation in NintendulatorNRS matches the description in the wiki. And I attempted a similar implementation in my emulator. However, I found several of the games do not function in my implementation. Contra , Life Force , Rushn Atta...
by zeroone
Sun Mar 31, 2019 1:31 pm
Forum: NESemdev
Topic: Shoot Zapper offscreen
Replies: 4
Views: 7964

Re: Shoot Zapper offscreen

No, pulling the trigger off-screen is exactly what the game expects. But: Looking at the NintendulatorNRS source code, which I have sent you, consider the following source code comment and the implementation is describes: /* Duck Hunt and Crime Busters check whether Trigger was *released*, then whe...
by zeroone
Sun Mar 24, 2019 9:02 am
Forum: NESemdev
Topic: Shoot Zapper offscreen
Replies: 4
Views: 7964

Re: Shoot Zapper offscreen

Maybe the other mouse button? I implemented that, but pulling the zapper trigger offscreen does not appear to reload the gun after all. Either I coded this incorrectly or the game expects some other input for reload. I tried all the buttons on the standard controller plugged into Port 1, but none o...
by zeroone
Tue Feb 26, 2019 12:37 pm
Forum: NESemdev
Topic: Sim City on Nestopia/Other emulators
Replies: 41
Views: 29925

Re: Sim City on Nestopia/Other emulators

*Spitfire_NES* wrote:Thanks Zeroone! Did you also need to external attribute mode (palette and the address override) when not in frame in Nintaco?
No.

Neither of things might be your specific issue. But studying those regions of your mapper might give you some insight into your problem.
by zeroone
Tue Feb 26, 2019 12:23 pm
Forum: NESemdev
Topic: Sim City on Nestopia/Other emulators
Replies: 41
Views: 29925

Re: Sim City on Nestopia/Other emulators

A few people ran into this issue, myself included. See this thread for 2 solutions discussed. Thanks for the reply Zeroone! 8-) From what I am reading, I am only seeing one solution which is to remove read protection from PRG RAM, correct? What is the other? Looks like Nintaco and Nestopia most lik...