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PostPosted: Tue Feb 07, 2017 1:33 pm 
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PostPosted: Tue Feb 07, 2017 2:15 pm 
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I'm aware of It.


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PostPosted: Fri Jul 07, 2017 3:49 pm 
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New version. Check the first post to download it.
I've figured out how RAMBO-1 IRQ timing works. The wiki (discussion page) has been updated.


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PostPosted: Sun Jul 09, 2017 1:06 am 
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Rolling Thunder (U.S. version) glitches badly in the latest RockNES, and also uses RAMBO-1.


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PostPosted: Sun Jul 09, 2017 6:25 am 
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Untested game, as far as I know... Shinobi, Klax, Skull&Crossbones and Hard Drivin'.
I'll check it out. That's why I didn't make these changes official in the wiki.

Thank you.

(EDIT: strange, a copy floating the net brings mapper 4 in the header, which is incorrect according to the database).

EDIT2: Found the problem, it's a bug setting a 2K CHR page (should be value >> 1).


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PostPosted: Fri Jul 14, 2017 7:07 am 
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New version released.


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PostPosted: Fri Jul 14, 2017 1:56 pm 
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Rolling Thunder (U.S.) now works, but the status bar text is partially cut off. Here's a capture from real hardware showing how it's supposed to look --- some glitches at the right-hand side of the screen are there, but no cut-off status line letters. And this video shows that it's ok for the status bare to shake once when pressing START at the title screen.


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PostPosted: Sat Jul 15, 2017 5:21 am 
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NewRisingSun wrote:
Rolling Thunder (U.S.) now works, but the status bar text is partially cut off. Here's a capture from real hardware showing how it's supposed to look --- some glitches at the right-hand side of the screen are there, but no cut-off status line letters. And this video shows that it's ok for the status bare to shake once when pressing START at the title screen.

Yes, I know. You should consider a major step of getting RAMBO-1 IRQ timing working for all those games. There's a problem of a scanline which I couldn't figure out yet (probably IRQ_latch+1), and the lack of interest in more people helping me. ^_^;;
On other side, my gfx engine might glitch a few games (see Mega Man 3' scanline on ShadowMan), which needs a rewrite to match what's described in the wiki.


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PostPosted: Sat Jul 29, 2017 4:56 pm 
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Attached find a Nintendulator source file that runs both Skull & Crossbones, Hard Drivin', Rolling Thunder (U.S. version) and Xybots like in the various videos I posted. Basically, I am making two assumptions that are not described in the wiki:
  1. It's not IRQcounter=IRQlatch +1, but IRQcounter=IRQlatch |1.
  2. The |1 part is only done if the write sequence is C000 C001 E001 (as in Skull & Crossbones). If the write sequence is C001 C000 E001 (as in Hard Drivin'), then the IRQcounter is loaded with the unmodified IRQlatch.
These two assumptions should be testable with real hardware.


Attachments:
mapper064.cpp [4.64 KiB]
Downloaded 30 times
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PostPosted: Sat Jul 29, 2017 7:46 pm 
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Did you read the discussion page?


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PostPosted: Sun Jul 30, 2017 12:19 am 
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Yes, and your proposal does not run all games glitch-free (->Rolling Thunder's status bar) while mine does. The "AND $FE" seems to break Rolling Thunder's Status bar.


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PostPosted: Sun Jul 30, 2017 3:31 pm 
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NewRisingSun wrote:
Yes, and your proposal does not run all games glitch-free (->Rolling Thunder's status bar) while mine does. The "AND $FE" seems to break Rolling Thunder's Status bar.

Did you test Skull&Crossbones? Did you see the scorebar without any glitched scanline?


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PostPosted: Sun Jul 30, 2017 3:48 pm 
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Well, the first line of the scorebar is still shifted to the left, but that occurs on a real cartridge as well. I assume you're talking about that red/white garbage scanline, which is gone. Here's how it looks right now:
ImageImageImageImage
ImageImageImage
Image


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PostPosted: Sun Jul 30, 2017 5:59 pm 
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Thanks a lot to the both of you for your work on this.
I modified Mesen based on the implementation NewRisingSun posted, and it works much better than the hacks that I was using before.

Hard Drivin' is still giving me very minor glitches during gameplay though (e.g I sometimes get a full blue garbage scanline just above the status bar, mostly when crashing into things). Hard Drivin' seems to need tighter timings than all the other games. I noticed you had it trigger the IRQ on cycle 256, but shouldn't that normally be done on clock ~261 (e.g at the time of the first sprite fetch?) - assuming the wiki is correct and the Rambo-1 uses A12 to detect horizontal blank.
I tried keeping the trigger on cycle 260 (like it already was in my code), and reducing the irq delay to 3 or 2 (instead of 4), but that didn't help.
Triggering the IRQ at cycle 256/257 ends up giving me the best results.


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PostPosted: Sun Jul 30, 2017 7:29 pm 
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Try Klax and look at the bottom.


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