Trying to get Mapper 222 IRQs right

Discuss emulation of the Nintendo Entertainment System and Famicom.

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zxbdragon
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Trying to get Mapper 222 IRQs right

Post by zxbdragon » Tue Apr 14, 2015 8:46 pm

All emulator ,this mapper irq is Imperfect.
fceu,fceux,on stage 3,The display is not normal
nestopia on stage 2, The display is not normal
vnes not have irq.

Dragon Ninja (J) (PRG0) [p1][!]
Soft-patched: No
CRC: CFB224E6
SHA-1: 54E39253DFA0E7E72CA603C3C744DEE1BA31046D
System: Famicom
Board: BTL DRAGON NINJA, Mapper 222
PRG-ROM: 128k
CHR-ROM: 128k
Battery: No
Attachments
NESTOPIA
NESTOPIA
Dragon Ninja (J) (PRG0) [p1][!]_001.png (7.98 KiB) Viewed 5819 times
FCEUX/FCEUMM
FCEUX/FCEUMM
20150415114555.png (12.3 KiB) Viewed 5819 times

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koitsu
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Re: Trying to get Mapper 222 IRQs right

Post by koitsu » Tue Apr 14, 2015 8:57 pm

[p!] in the filename indicates a pirated ROM, which means unless you're able to confirm said behaviour doesn't happen on an actual console...

I'm quite aware this game has no confirmed-valid dump, and the only confirmed-valid one is pirated, so here's what you should really focus on (IMO):

Dragon Ninja (J) [p1][!] -- mapper 222, and what looks like "crappy graphical hacks" during start-up (flickering, etc.)
Dragon Ninja (J).nes -- mapper 4
Bad Dudes (U) [!].nes -- mapper 4

I haven't looked in bootgod's database, but given what Nestopia says about the board type + mapper, I'd say this is the ONLY GAME that uses this. Is it really worth worrying about given that the real/official game is mapper 4?

Someone with the actual cart should verify the behaviour on actual hardware. No PowerPaks, no EverDrives, etc.. I'd be willing to bet the graphical anomalies happen there too, given that it's a pirate cart.

The graphical anomalies between FCEUX and Nestopia on stage 2 are very similar, by the way. Nestopia shows what appears to be "more of the tile" it's erroneously drawing across the top of the trucks (not the scanline above them) -- maybe it's a sprite, don't know, haven't looked -- but FCEUX does do mostly the same thing. But comparing two emulators isn't all that helpful when what you actually need is confirmation of what the actual game on real hardware does.

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Tue Apr 14, 2015 9:39 pm

koitsu wrote:[p!] in the filename indicates a pirated ROM, which means unless you're able to confirm said behaviour doesn't happen on an actual console...

I'm quite aware this game has no confirmed-valid dump, and the only confirmed-valid one is pirated, so here's what you should really focus on (IMO):

Dragon Ninja (J) [p1][!] -- mapper 222, and what looks like "crappy graphical hacks" during start-up (flickering, etc.)
Dragon Ninja (J).nes -- mapper 4
Bad Dudes (U) [!].nes -- mapper 4

I haven't looked in bootgod's database, but given what Nestopia says about the board type + mapper, I'd say this is the ONLY GAME that uses this. Is it really worth worrying about given that the real/official game is mapper 4?

Someone with the actual cart should verify the behaviour on actual hardware. No PowerPaks, no EverDrives, etc.. I'd be willing to bet the graphical anomalies happen there too, given that it's a pirate cart.

The graphical anomalies between FCEUX and Nestopia on stage 2 are very similar, by the way. Nestopia shows what appears to be "more of the tile" it's erroneously drawing across the top of the trucks (not the scanline above them) -- maybe it's a sprite, don't know, haven't looked -- but FCEUX does do mostly the same thing. But comparing two emulators isn't all that helpful when what you actually need is confirmation of what the actual game on real hardware does.
Again, I know it is pirated ROM,I just want to improve the MAPPER INFO
Dragon Ninja (J) [p1][!] -- mapper 222, and what looks like "crappy graphical hacks" during start-up (flickering, etc.)
this game irq Imperfect.I'm trying to perfect the pirated game IRQ,FCEUX,nestopia I have from the beginning to the end of the test.


Dragon Ninja (J).nes -- mapper 4 not mapper 4,is mapper 19
Bad Dudes (U) [!].nes -- mapper 4

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Tue Apr 14, 2015 9:45 pm

I hope that the discussion is perfect.not the original or pirated.

Sik
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Re: Trying to get Mapper 222 IRQs right

Post by Sik » Tue Apr 14, 2015 10:51 pm

koitsu wrote:[p!] in the filename indicates a pirated ROM, which means unless you're able to confirm said behaviour doesn't happen on an actual console...
I thought p meant patched, not bootleg (and more specifically, those patches are usually to make games work properly on old inaccurate emulators, so if that's the case here then the glitching would be correct emulation).

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Wed Apr 15, 2015 12:58 am

Sik wrote:
koitsu wrote:[p!] in the filename indicates a pirated ROM, which means unless you're able to confirm said behaviour doesn't happen on an actual console...
I thought p meant patched, not bootleg (and more specifically, those patches are usually to make games work properly on old inaccurate emulators, so if that's the case here then the glitching would be correct emulation).
this not patched,this is bootleg .i have this pcb other rom
I DUMPED,VRC4+other IRQ's ROMs,have 7 p

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Wed May 06, 2015 1:57 am

No one can solve?

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koitsu
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Re: Trying to get Mapper 222 IRQs right

Post by koitsu » Wed May 06, 2015 4:45 pm

No, [p!] stands for pirated (p) + verified (!). Verification references:
Patched versions of a game would be indicated through [fN] (fixed, where N is a number), or [hN] (hack, where N is a number). If you still doubt me, reach out to Cowering and ask him yourself. :-)

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Sun May 24, 2015 7:50 pm

up ! :mrgreen:

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Fri May 29, 2015 10:48 am

Nobody knows

zxbdragon
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Re: Trying to get Mapper 222 IRQs right

Post by zxbdragon » Fri Aug 14, 2015 6:26 pm

20150812205928.jpg
Attachments
20150812205936.jpg
20150812205943.jpg

Joe
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Re: Trying to get Mapper 222 IRQs right

Post by Joe » Sat Aug 15, 2015 11:28 am

These pictures are helpful, but the chips cover too much to trace the IRQ circuit.

If you remove the chips and take a picture of the empty board, I could trace it. Of course, then you won't be able to play the cartridge anymore (unless you're skilled enough at soldering to take it apart and put it back together).

Do you have anything you could use to trace it? I use a multimeter, but someone else might be able to suggest some other tool if you don't have one of those.

lidnariq
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Re: Trying to get Mapper 222 IRQs right

Post by lidnariq » Sat Aug 15, 2015 11:52 am

Solder pots are magical for safely cleanly desoldering and resoldering DIP things, but it's a silly investment for a one-off.

Anyway, world's cheapest continuity meter: AA/R6 battery, 10kΩ resistor, headphones.

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zeroone
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Re: Trying to get Mapper 222 IRQs right

Post by zeroone » Sat Aug 15, 2015 12:08 pm

Joe wrote:These pictures are helpful, but the chips cover too much to trace the IRQ circuit.

If you remove the chips and take a picture of the empty board, I could trace it. Of course, then you won't be able to play the cartridge anymore (unless you're skilled enough at soldering to take it apart and put it back together).

Do you have anything you could use to trace it? I use a multimeter, but someone else might be able to suggest some other tool if you don't have one of those.
Can someone describe how this process of mapper specification works? It's complete magic to me. What do you learn from pictures like those? What would you do with the multimeter?

lidnariq
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Re: Trying to get Mapper 222 IRQs right

Post by lidnariq » Sat Aug 15, 2015 1:13 pm

We know how the 74'138 and '153 and '74 and 4020 and so on work in isolation. (e.g. http://wiki.nesdev.com/w/index.php/74161 )
If we know the exact connectivity, we can tell you what's going to happen.

Based on FCEU's source, the unlabeled IC is pretty clearly a VRC2 clone again (and we know how that works, too)

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