Search found 934 matches

by zeroone
Thu Jan 31, 2019 2:01 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

I told you I did, and nothing happens, because the game always clears that RAM. Yep. I just wanted to see for myself. I actually played until I legitimately got my name on the high score table. Then I was saddened when it disappeared after a bounce. Apparently, as mentioned several times already in...
by zeroone
Thu Jan 31, 2019 1:38 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

NewRisingSun wrote:And neither Vs. Tetris and Vs. Super Mario Bros. keep the SRAM content upon startup. Boo.
I can see the VS. Super Mario Bros. high score table in the SRAM region in a hex editor. I'll run a test in my emulator to see what happens if that region is persisted.
by zeroone
Thu Jan 31, 2019 12:33 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

The cabinets always have mechanical coin counters as well, so it's credible that this is intended only for tracking coins since the last power outage. Agreed. The coin distribution count screens do not alone confirm battery use. However, we have established that all the VS PCBs are nearly identical...
by zeroone
Wed Jan 30, 2019 1:38 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

Regarding the DualSystem, VS. Baseball and VS. Tennis show battery icons in Test Mode. VS. Balloon Fight and VS. Ice Climber (Dual) show coin distribution counts in Test Mode, indicating battery use. VS. Raid on Bungeling Bay and VS. Wrecking Crew have high score tables, but it's unknown if those ta...
by zeroone
Tue Jan 29, 2019 12:40 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

"8L" is the 2K shared RAM. For VS. UniSystem, I assume it's the same $6000--$67FF (and mirrors) region that's shared in the VS. DualSystem. Since there aren't that many games, we could inspect that region for writes and see which games actually took advantage of the battery. None of the manuals tha...
by zeroone
Tue Jan 29, 2019 11:36 am
Forum: NESdev
Topic: Thinking about making an NES Z-Machine
Replies: 62
Views: 20857

Re: Thinking about making an NES Z-Machine

Will this require the Subor keyboard?
by zeroone
Tue Jan 29, 2019 9:15 am
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

I found an old forum post that mentions VS game batteries: https://web.archive.org/web/20050206091523/http://users.erols.com/mowerman/webbat.htm It's still unclear if that applies to all VS games or only a subset of them. Also, here's an unrelated yet interesting link about "suicide batteries": http...
by zeroone
Mon Jan 28, 2019 3:28 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

NewRisingSun wrote:Does that mean that the canonical NES 2.0 headers for Vs. Uni/Dual games should have the battery bit set?
The manuals may reveal which titles have battery-backed RAM and which do not. But I can't find manuals for all the games.
by zeroone
Mon Jan 28, 2019 2:23 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

... oh, huh, I guess the wiki should mention that the shared RAM can be battery backed. In addition to high scores, these games appear to keep track of total coinage. For example, in the screenshot below of VS. Ice Climber (Japan), 6 coins were inserted into the left slot of System 2: https://i.img...
by zeroone
Mon Jan 28, 2019 2:03 pm
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

I noticed that if I power on VS. Baseball in test mode (B2 - DS1), it shows a red battery:

Image

But if I reset it, the battery turns green.

Any idea how it does it's battery check?

Edit: Nevermind. It's supposed to do that.
by zeroone
Thu Jan 24, 2019 8:24 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 200163

Re: 3DNes

geod wrote:New Castlevania Profile Highlight :D :D :D
https://youtu.be/rHAgOpUDo4w
That's awesome. Can you show what a full walk-through of Castlevania looks like now?
by zeroone
Mon Jan 21, 2019 10:00 pm
Forum: NESemdev
Topic: PlayChoice-10 extra 8KB of ROM
Replies: 1
Views: 5274

PlayChoice-10 extra 8KB of ROM

Regarding the PlayChoice-10, can that extra 8KB at the end of the ROM file be put to any use? Supposedly it contains Z80 code and hints that appeared on a second monitor. Is there enough data in the ROM file to emulate that second screen?
by zeroone
Fri Jan 18, 2019 9:50 am
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

I finally got most of the VS DualSystem games running. It turned out that I was failing to initialize the slave PPU properly, preventing it from receiving NMI's. The only game that won't launch is Raid on Bungeling Bay. Supposedly, it has the same copy protection that Ice Climber has, but duplicatin...
by zeroone
Mon Jan 14, 2019 2:05 pm
Forum: NESemdev
Topic: the "right" timing for savestates?
Replies: 16
Views: 10917

Re: the "right" time for savestates?

It could be any number of issues: Failure to persist the full state of the emulator. Failure to pause the emulation during state capture causing a rolling-shutter-like bug . Failure to resume properly after loading the state. Just some stupid coding bug in save state logic. Resuming from a save stat...
by zeroone
Mon Jan 14, 2019 11:53 am
Forum: NESemdev
Topic: Vs. DualSystem
Replies: 72
Views: 50637

Re: Vs. DualSystem

Just so I can follow along, which specific game are you testing with right now? I've primarily focused on Balloon Fight and Wrecking Crew. They both have the behavior that I described where only the Master CPU seems to be doing it's thing. Is there one game in particular that's easier to get running?