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PostPosted: Sat Jul 14, 2018 7:22 am 
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Location: Poland
No, because it needs to be in phase with ROMSEL (otherwise MMC3 will get fooled).
But you can short this capacitor to make it always be in non-reset state.

Image


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PostPosted: Sat Jul 14, 2018 7:36 am 
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Another question: in SMB2J, holding A while pressing start warps to World A-1. Does that work on real multicart hardware, or does the game freeze?

Also, the IRQ in Bio Miracle Bokutte Upa seems to occur a few scanlines too early, as the lowest line of blocks is cut off, which does not happen in the original FDS vesion.


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PostPosted: Sat Jul 14, 2018 8:12 am 
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Shorted the capacitor and dumped again.

For reference: C1, C2 = 102 (1nF) and C4 = 104M.

Regarding SMB2j, it is indeed incomplete and will crash after 4-4. This was not the case in the previous version of the Mario Family multicart (a 6-in-1).

CRCs were different for both.


Attachments:
92MF10in1-v011bSC.nes [384.02 KiB]
Downloaded 10 times
92MF10in1-v011aSC.nes [1 MiB]
Downloaded 10 times
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PostPosted: Sat Jul 14, 2018 8:19 am 
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Thank-you. Attached the previous ROM with the SMB3 PRG data from the B dump inserted; works nicely.

I made a mistake in the A script; CPU ROM size should be 8*mega (8*128k=1024k) instead of 4*mega. With 8*mega, you should get the exact same ROM as the attached one, if I understand the mapper correctly.

Does shorting the capacitor also prevent the PAL from getting hot?

Edit: Added version 12a to the previous post.


Last edited by NewRisingSun on Mon Jul 23, 2018 9:43 pm, edited 1 time in total.

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PostPosted: Sat Jul 14, 2018 8:28 am 
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No.
Dumped again with the correct PRG size and the PRG CRC was 0xde3b1561.


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PostPosted: Sat Jul 14, 2018 8:40 am 
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Yeah, the dumping script still does not take into account that 256 KiB bank #2 (and only that one) probably needs to be dumped as two 128 KiB halves (see line 16 of my mapper353.cpp). I'm not quite sure how to write this in Anago script --- I don't think the parser accepts "if" blocks? Anyway, to no longer strain that heat-prone PAL,I would consider this last complete ROM finished, unless you want to spend more time verifying it.


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PostPosted: Sat Jul 14, 2018 9:00 am 
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Could you write the mapper description as FCEUX or maybe just in text format?
It is pain to read Nestopia source.


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PostPosted: Sat Jul 14, 2018 9:01 am 
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That's Nintendulator source, not Nestopia source. :) I have added a Mapper 353 entry to the nesdev wiki.

(I chose to modify Nintendulator's source code instead of Nestopia's exactly because I considered it more readable. Hmph.)


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PostPosted: Sat Jul 14, 2018 3:33 pm 
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thank you! MLX,NewRisingSun/NewRisingSun2


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PostPosted: Sat Jul 14, 2018 9:25 pm 
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krzysiobal wrote:
Could you write the mapper description as FCEUX or maybe just in text format?
It is pain to read Nestopia source.

Attachment:
20180715122446.png
20180715122446.png [ 56.02 KiB | Viewed 138 times ]

this fceux code:
Attachment:
353.cpp [3.31 KiB]
Downloaded 12 times


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