They were on the shelf in every K-Mart, which is where I plugged in and played SMB/DH as a kid. Using the composite PPU and being incompatible would mean that the unit's television simply wasn't tolerant of the signal (same as modern TVs) which is what I'm curious about. If so, the game would be one of the few incompatible titles.tepples wrote:NesCartDB has no report of The Immortal having been released outside North America. (If there were such a report, there would be a flag of Japan in "More Profiles".) The 72-pin Sharp NES TV used the composite PPU, not the RGB PPU.
Rolling video w/a particular game pak (The Immortal; TLROM).
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Re: Rolling video w/a particular game pak (The Immortal; TLR
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Re: Rolling video w/a particular game pak (The Immortal; TLR
You are incorrect because the Sharp Famicom TV is not the same thing as the Sharp NES TV :CZroe wrote:They were on the shelf in every K-Mart, which is where I plugged in and played SMB/DH as a kid. Using the composite PPU and being incompatible would mean that the unit's television simply wasn't tolerant of the signal (same as modern TVs) which is what I'm curious about. If so, the game would be one of the few incompatible titles.tepples wrote:NesCartDB has no report of The Immortal having been released outside North America. (If there were such a report, there would be a flag of Japan in "More Profiles".) The 72-pin Sharp NES TV used the composite PPU, not the RGB PPU.
Sharp Famicom TV : Japan, 60 Pin Connector, 2C03 RGB PPU - Incompatible
Sharp NES TV : US, 72 Pin Connector, 2C02 Composite PPU - Compatible
The only titles that may have been incompatible with the Sharp NES TV back in the day are the unlicensed games with lockout defeating circuitry that did not work.
Re: Rolling video w/a particular game pak (The Immortal; TLR
So, we know that the combination of $0D and emphasis bits doesn't cause the scrambling/rolling problem on the Sharp NES TV like it does on most modern TVs?Great Hierophant wrote:You are incorrect because the Sharp Famicom TV is not the same thing as the Sharp NES TV :CZroe wrote:They were on the shelf in every K-Mart, which is where I plugged in and played SMB/DH as a kid. Using the composite PPU and being incompatible would mean that the unit's television simply wasn't tolerant of the signal (same as modern TVs) which is what I'm curious about. If so, the game would be one of the few incompatible titles.tepples wrote:NesCartDB has no report of The Immortal having been released outside North America. (If there were such a report, there would be a flag of Japan in "More Profiles".) The 72-pin Sharp NES TV used the composite PPU, not the RGB PPU.
Sharp Famicom TV : Japan, 60 Pin Connector, 2C03 RGB PPU - Incompatible
Sharp NES TV : US, 72 Pin Connector, 2C02 Composite PPU - Compatible
The only titles that may have been incompatible with the Sharp NES TV back in the day are the unlicensed games with lockout defeating circuitry that did not work.
Re: Rolling video w/a particular game pak (The Immortal; TLR
Whether the use of color $0D and/or emphasis bits is problematic varies widely from TV to TV. When I was testing voltages for the IRE test for Tepples's test suite, even the combination of $0D and emphasis did not screw up the horizontal timing on the 2006-era TV I was using at the time.
- rainwarrior
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Re: Rolling video w/a particular game pak (The Immortal; TLR
I've seen the many different responses from TVs and capture devices I've tested with an $0D colour signal:
1. Wobbly areas of the screen in horizontal strips. (loss of horizontal blank integrity?)
2. Wobbly/rolling screen in general. (loss of vertical blank integrity?)
3. Drops the signal entirely. (probably same as 2 but for a TV that's converting to digital)
4. $0D rendered at same colour as regular black.
5. $0D rendered slightly darker than regular black.
6. Introduction of $0D causes the black level to renormalize after several seconds, causing a slow transition from 4 to 5 as it becomes the "new" black.
1. Wobbly areas of the screen in horizontal strips. (loss of horizontal blank integrity?)
2. Wobbly/rolling screen in general. (loss of vertical blank integrity?)
3. Drops the signal entirely. (probably same as 2 but for a TV that's converting to digital)
4. $0D rendered at same colour as regular black.
5. $0D rendered slightly darker than regular black.
6. Introduction of $0D causes the black level to renormalize after several seconds, causing a slow transition from 4 to 5 as it becomes the "new" black.
Re: Rolling video w/a particular game pak (The Immortal; TLR
Well, I've had Everdrives for well over a year now and I finally got around to patching a ROM with these fixes. It works, but it seems that we missed one.
First I tried these:
Battle screen
YEXNPNIE
0001F7B9: 0D 0F
Title screen
YEKNPNIE
0001F7D9: 0D 0F
Walking screen
YEVNPNIE
0001F7F9: 0D 0F
Sprite
YEVNTNIE
0001F7FE: 0D 0F
Just after the wizard raises his staff, the screen flashes. This consistently causes it to lose sync on one of my displays. I added the ones we were wondering about (let me know if I got the GG encoding wrong):
Unknown 1
YESNZNIE
0001F7EA: 0D 0F
Unknown 2
YESNLNIE
0001F7EB: 0D 0F
Unknown 3
YESNGNIE
0001F7EC: 0D 0F
It still happens.
I loaded it up into FCEUX and frame-stepped that part until the PPU viewer showed all black. Sure enough, many of the palettes show 0D when I mouse over them. I don't know how to find the offset in ROM from that though.
Edit: Got it! I my hex editor I saw a pattern of 00 and 0D that looked very similar to what I saw when mousing over the palettes in the PPU viewer. Changed those all to 0F and now it works!
First I tried these:
Battle screen
YEXNPNIE
0001F7B9: 0D 0F
Title screen
YEKNPNIE
0001F7D9: 0D 0F
Walking screen
YEVNPNIE
0001F7F9: 0D 0F
Sprite
YEVNTNIE
0001F7FE: 0D 0F
Just after the wizard raises his staff, the screen flashes. This consistently causes it to lose sync on one of my displays. I added the ones we were wondering about (let me know if I got the GG encoding wrong):
Unknown 1
YESNZNIE
0001F7EA: 0D 0F
Unknown 2
YESNLNIE
0001F7EB: 0D 0F
Unknown 3
YESNGNIE
0001F7EC: 0D 0F
It still happens.
I loaded it up into FCEUX and frame-stepped that part until the PPU viewer showed all black. Sure enough, many of the palettes show 0D when I mouse over them. I don't know how to find the offset in ROM from that though.
Edit: Got it! I my hex editor I saw a pattern of 00 and 0D that looked very similar to what I saw when mousing over the palettes in the PPU viewer. Changed those all to 0F and now it works!
Re: Rolling video w/a particular game pak (The Immortal; TLR
Can you make an ips patch with all of the fixes applied?
- rainwarrior
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Re: Rolling video w/a particular game pak (The Immortal; TLR
Here's a patch that applies the 7 changes listed above.
Edit: threw it on RHDN as well, maybe that'll make it easier to find: http://www.romhacking.net/hacks/4534/
Edit: threw it on RHDN as well, maybe that'll make it easier to find: http://www.romhacking.net/hacks/4534/
- Attachments
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- Immortal, The (U) video signal fix.ips
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Re: Rolling video w/a particular game pak (The Immortal; TLR
Awesome, thanks! I was actually thinking of doing the same, if you didn't.rainwarrior wrote:Here's a patch that applies the 7 changes listed above.
Edit: threw it on RHDN as well, maybe that'll make it easier to find: http://www.romhacking.net/hacks/4534/
Re: Rolling video w/a particular game pak (The Immortal; TLROM).
Hey so this game is coming out on Switch next week. I wonder how they fixed the color issue. Do you think maybe they "borrowed" this fix?
Re: Rolling video w/a particular game pak (The Immortal; TLROM).
Emulators don't have color problems. Only real TVs receiving an analog signal.
Re: Rolling video w/a particular game pak (The Immortal; TLROM).
static const unsigned char gray_table[] = {
0x0F, // 0 black
0x1D, // 1 dark grey
0x2D, // 2 66 shades of gray
0x00, // 3 middle grey
0x10, // 4 33 shades of gray
0x3D, // 5 light gray
0x30, // 6 white
0x30 // 7 just for compatibility
};
0x0D is meaningless, do not assign 0x0D as some gray scale
0x0F, // 0 black
0x1D, // 1 dark grey
0x2D, // 2 66 shades of gray
0x00, // 3 middle grey
0x10, // 4 33 shades of gray
0x3D, // 5 light gray
0x30, // 6 white
0x30 // 7 just for compatibility
};
0x0D is meaningless, do not assign 0x0D as some gray scale
Re: Rolling video w/a particular game pak (The Immortal; TLROM).
I measured the actual brightnesses here:
nesdevwiki:NTSC video§Terminated measurement
In short:
0x0D = -0.12
0x0F = 0
0x2D = 0.34
0x00 = 0.43
0x10 = 0.74
0x3D = 0.80
0x20/0x30 = 1.1
"But how do you display brightness more than 1 or less than 0?" Yeah, that is the problem.
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Re: Rolling video w/a particular game pak (The Immortal; TLROM).
My apologies for resurrecting this thread, but I have some information I wanted to share.
During my teenage years, I acquired this game brand new, only to encounter an immediate sync issue (rolling video). Upon reaching out to EA support via the provided number in the manual, they acknowledged receiving reports of the problem and suggested replacing the cartridge as a solution. Following their instructions, I sent them the bare cartridge, and in return, I received a replacement about four weeks later. This was around mid-1991, considering the game's release the previous November. The replacement cartridge functioned seamlessly on the same television that initially displayed the sync issue.
Initially, I assumed the cartridge was physically defective, but it's evident that wasn't the case. Consequently, I suspect there may be two official versions of this ROM— the initial release and a revised edition. I am not aware of any board-level fixes that would address the sync issue. Does the community have any insights or thoughts on this possibility?
During my teenage years, I acquired this game brand new, only to encounter an immediate sync issue (rolling video). Upon reaching out to EA support via the provided number in the manual, they acknowledged receiving reports of the problem and suggested replacing the cartridge as a solution. Following their instructions, I sent them the bare cartridge, and in return, I received a replacement about four weeks later. This was around mid-1991, considering the game's release the previous November. The replacement cartridge functioned seamlessly on the same television that initially displayed the sync issue.
Initially, I assumed the cartridge was physically defective, but it's evident that wasn't the case. Consequently, I suspect there may be two official versions of this ROM— the initial release and a revised edition. I am not aware of any board-level fixes that would address the sync issue. Does the community have any insights or thoughts on this possibility?