PowerMappers (a new set of PowerPak mappers)
Moderator: Moderators
- rainwarrior
- Posts: 8732
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: PowerMappers (a new set of PowerPak mappers)
Thanks for the info, thefox.
An additional thing that source might help is to be able to send you additions/patches for PowerMappers. We're already in kind of a horrible situation where a lot of people have 3 layers of mappers installed on top of each other, I'd hate to be creating yet another mapper repository overlay. :S (Of course... this particular problem could be better solved by bunnyboy.)
An additional thing that source might help is to be able to send you additions/patches for PowerMappers. We're already in kind of a horrible situation where a lot of people have 3 layers of mappers installed on top of each other, I'd hate to be creating yet another mapper repository overlay. :S (Of course... this particular problem could be better solved by bunnyboy.)
Re: PowerMappers (a new set of PowerPak mappers)
Put in a bit above you, did you miss it?
In any case, I've got a spreadsheet with who's made what mappers for PowerPak. Haven't managed to automate its color-coding yet, though.
Or, if someone got the ones that I tinkered with Loopy's code to make, 4. Even if he built them; I never got around to getting that Xilinx license. Then again, those are [so far] strictly disjoint from mappers that others implemented.people have 3 layers of mappers installed on top of each other,
In any case, I've got a spreadsheet with who's made what mappers for PowerPak. Haven't managed to automate its color-coding yet, though.
- rainwarrior
- Posts: 8732
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: PowerMappers (a new set of PowerPak mappers)
If you've got info on other mapper sets maybe add it to the wiki under and "other mappers" heading?
https://wiki.nesdev.com/w/index.php/PowerPak
https://wiki.nesdev.com/w/index.php/PowerPak
Re: PowerMappers (a new set of PowerPak mappers)
It's just a compilation of the information on that page and my own mappers, so it's not new information. The information I was trying to direct you to was the loader disassembly.
…besides, not all of the mappers in my pack are In Working Order; I was intending to wait until they were before adding my own to it. But I suppose I can add it in.
…besides, not all of the mappers in my pack are In Working Order; I was intending to wait until they were before adding my own to it. But I suppose I can add it in.
Re: PowerMappers (a new set of PowerPak mappers)
I can fill in a couple of details about the loader:
...
I guess I might as well post the ca65fied firmware function and variable definitions:
Functions (and some other ROM symbols):
Variables/other stuff:
The LoadWRAM routine from firmware was probably patched out as being buggy at some point (and replaced with the same thing handled in the menu modules).;this is odd, as loader.asm's LoadWRAM consists of a lone RTS instruction
IIRC, the firmware modifies the opcode at $404 to an RTS temporarily in some cases and then restores it to a JMP. So if you have a non-JMP opcode in there it will become invalid when it's "restored".return: RTS ;this is at 046C. Why they don't just RTS at $0404 I don't know.
This depends on your point of view. ROMs with non-power-of-2 sizes are often considered invalid, anyways. It would make some sense for CHR, but we haven't standardized on how to map such sizes to the address space (quite many options here).I see a bug in the PowerPak firmware in LoadPrgChrSize. It assumes power-of-2 sizes for bank counts, as it subtracts one and uses that as its address line masks.
Yeah, the situation is not great, but I also don't have the time or motivation to become an active maintainer of the mappers.rainwarrior wrote:We're already in kind of a horrible situation where a lot of people have 3 layers of mappers installed on top of each other, I'd hate to be creating yet another mapper repository overlay. :S (Of course... this particular problem could be better solved by bunnyboy.)
...
I guess I might as well post the ca65fied firmware function and variable definitions:
Functions (and some other ROM symbols):
Code: Select all
; The contents of this file were generated from loader.asm of PowerPak firmware.
.scope PowerPakFuncs
LoadCHRRam1 = $F526
CardLoadDirShortNameFound = $EFF2
DirFindEntry = $F2D6
CardLoadDirSaveEntryLoop = $F042
Joyloop = $E7FF
LOGO4 = $E25A
FPGACopyRomLoop2 = $F3F9
GameGenieAddressEncode = $EA4B
NewCFNotReady = $F98F
LoadFPGASectorDone = $F664
CardLoadDirLastEntryFound = $EEC0
CardLoadDirLongName2 = $EEF4
LoadFPGALoop = $F62D
LoadCHRRamLoopCheckBank = $F565
CardReadSector = $ED4C
DirPrintDirLoop = $F33C
LSRA3 = $EB92
CardLoadDirCheckUnused = $EEC1
ShiftLine = $E86E
LOGO5 = $E262
CardLoadDirClearEntryName = $EE07
CardReadSector496LoopInc = $EDD0
Short2Str = $E9C7
ClearNameTable = $E813
ResetFPGAConfigured = $E468
CardFormatError = $F79C
CardLoadDirShortNameLoop = $EFF4
LOGO6 = $E26A
CardReadSector496ChrLoop = $F5E3
CardLoadDirLastEntryCheck = $F10C
WaitFrame = $F8E4
CardCopyFatBeginLBA = $E6BA
LoadMirroring = $F6DA
LoadCHRRamLoopCheckDone = $F589
DoYScrollDone = $E32D
LOGO7 = $E272
CardLoadDirLongNameLoop1 = $EF00
DirFindEntryFailed = $F312
IRQ = $E282
WEBSITE = $E162
LoadLogoLineLoop = $E8A8
CheckCardReset = $E546
CardWriteSector = $EDDE
CardReadSector16 = $ED8B
LOADGAME = $E1A2
CardReadBytes = $ED76
LOGO8 = $E27A
CardLoadDirSaveEntry = $F020
CardWaitNotBusy = $ECF3
CheckYScroll = $E2FD
DirPrintDir = $F325
CardLoadDirLongNameLoop2 = $EF18
DoCursorScroll = $E2EF
WaitFrameLoop = $F8E7
DirPrintEntryCopyLoop = $F28E
CardLoadDirReadSector = $EEAF
GameGenie8Encode = $EB22
ScrollDownDone = $E440
NewCFBusy = $F949
DirFindEntryCharLoop = $F2E3
CardNotReady = $E5A9
Byte2Str = $E9FB
WaitVBlank = $E7ED
Forever = $E7D6
FPGACopyRom = $F39F
CardReadSector496Chr = $F5DF
CardLoadDirLongNameLoop3 = $EF30
GetVolumeID = $E642
ScrollDownCheckMiddle = $E42F
NextClusterDone = $ECB6
DirFindEntryNewNext = $F8A6
DirPrintEntryDone = $F2A3
LOADDIR = $E102
LoadGameGenie = $F665
ClearRamReturn = $E456
CardCopyClusterBeginLBA = $E6DD
CardReadSectorDone = $ED75
CardLoadDirLongNameLoop2FF = $EF21
DirPrintEntryShiftLoop = $F279
CardLoadDirLongName = $EEF9
ClusterToLBADone = $EC05
LoadPrgChrSize = $F6B7
CardLoadDirLoop = $EEB5
CardLoadLBA = $ED2A
DirPrintDirLoopDone = $F36D
CardBootLoop = $E52F
NewCFBoot = $F8ED
FileNotFoundLoop = $F8D6
CardReadSector16Chr = $F5AD
LoadLogo = $E89E
ScrollUp = $E32E
LoadCHRRamLoop = $F537
ClearLine = $E844
PrintChar = $E892
ClearSpriteRamLoop = $E83D
WritePalette = $E4B8
MemCopyLoop = $E94E
LoaderLoadModuleDone = $E7BC
CardLoadDirCheckEx3Loop = $EFC3
CardWriteSectorDone = $EE06
CardCheckError = $ED07
LoadPRGRamLoop = $F440
CardLoadDirLongShortNameFound = $F020
NOTREADY = $E062
DUDE = $E1E2
CardLoadDirNextSectorNum = $F14E
LoadModuleI = $E7AC
StrCopyLoop = $E93E
LoadFPGASectorLoop = $F655
Short2Str2 = $E9E3
DirGetEntryShiftLoop = $F2B7
CardCopyRootDirCluster16 = $E687
RenderingOff = $F703
CardGoodFormatX = $F84E
CardLoadDirLoadNextSector = $F156
ClusterToLBAAddClusterBeginLBA = $EBE0
CardLoadDirCheckHidden = $EF62
NewCFInserted = $F8ED
CardReadSector496 = $EDBC
StrCopy = $E927
ClearFindEntry = $E851
WERR = $E0C2
NOTFOUND = $E0E2
RERR = $E0A2
NewCFResetDone = $F929
CardLoadModuleNextSector = $F223
DirPrintEntry = $F257
CopyChrRamLoop = $E918
PP = $E022
DirGetEntryCopyLoop = $F2CB
CardLoadDirLongNameLoop3FF = $EF39
CardCopyPartitionLBABeginX = $F866
ClearLineLoop = $E848
LoadLogoCharLoop = $E8AA
CardReadSector496LoopDone = $EDDA
ForeverLoop = $E7D9
GameGenieEncode = $EAA7
NextClusterLoop = $EC94
CardReadSector496ChrDone = $F601
DirFindEntryNew = $F878
CardLoadDirShortName = $EFDA
CardLoadDirClearTempEntryName = $F071
CardReadSector16ChrLoop = $F5C2
LoadPRGRamLoopCheckBank = $F45F
NextCluster = $EC06
CardFormatErrorX = $F835
CardLoadDirLastEntryCheck2 = $F12B
ScrollDownCheckBottom = $E3FF
DoYScrollUnderflow = $E324
ClearSpriteRam = $E82E
CFBUSY = $E222
ScrollDown = $E3C0
CardLoadDirShortFileName = $EFFE
SAVERAM = $E202
CardReadSector496Done = $EDDD
FileNotFound = $F8D4
CheckCursor = $E2E5
CardLoadDirCheckDir = $EF77
CardLoadDirCheckLongName = $EED1
CardGoodFormat = $F7B5
GG = $E142
CardReadSector496ChrLoopInc = $F5F4
LoadPRGRamLoopCheckDone = $F476
CardLoadDirClearEntryNameLoop = $EE10
CardBusy = $E579
DirFindEntryLoop = $F2DE
CardCopyPartitionLBABegin = $F7B7
CardWriteSectorLoop = $EDF5
LoadModuleQ = $E7B4
DirFindEntryNewFailed = $F8C7
ScrollUpCheckTop = $E387
CardLoadDir = $EE19
ASLA3 = $EB8E
CheckCardFormat = $F745
RESET = $E441
CardNotBusy = $E59D
CardLoadDirSectorInc = $F0FB
CardReady = $E5C2
ScrollUpCheckMiddle = $E3AE
NextClusterSectorNum = $EC25
MESSAGETABLE = $E000
ASLA4 = $EB89
DoYScroll = $E305
CardLoadDirCheckEx2Loop = $EFA8
NOCARD = $E042
CheckCardFormatFail = $F7C8
CardLoadDirCheckShortName = $EF4D
Long2Str = $E95F
CardCopyRootDirEntries16 = $E6A9
Long2Str2 = $E97B
CardReadBytesLoop = $ED7C
ScrollDownCheckBottomDone = $E426
STARTG = $E182
LoadGameGenieLoop = $F66D
SetScroll = $E2B7
DirPrintDir32Check = $F356
ClearFindEntryLoop = $E855
LOADRAM = $E122
LoadCHRRamDone = $F59A
CardLoadModule = $F16C
NMI = $E283
Long2Str3 = $E993
LoadNextSectorNum = $ECB7
GameGenieEncodeBadJump = $EAA4
LoadPRGRamDone = $F487
ClearRam = $F714
DirFindEntryNewCharLoop = $F898
CardLoadDirLongNameLoop4FF = $EF45
ClusterToLBA = $EB96
CardCopyRootDirCluster32 = $E670
DirPrintDirFileCheck = $F35D
Long2Str4 = $E9AF
DoFrame = $E2DF
NewCFNotBusy = $F97E
CardLoadDirCheckEx1Loop = $EF8D
CardSectorError = $ED11
PrintLine = $E85E
ScrollUpDone = $E3BF
FindCardPartition = $F7E1
ClusterToLBALoop = $EBC8
GameGenie6Encode = $EAE7
Byte2Str2 = $EA17
CopyChrRam = $E8FF
FORMAT = $E082
LoadWRam = $F488
CardReset = $E559
CardReadSector16Loop = $EDA0
CardLoadDirCheckEx1 = $EF89
NewCFReset = $F907
LoadFPGASector = $F63E
LoadPRGRam = $F408
HEADER = $E1C2
Byte2Str3 = $EA2F
LoadNextClusterNum = $ECE7
GameGenieEncodeBad = $EA30
LoadCHRRam = $F51F
CardFormatCheckLoop = $F7F3
CardLoadDirLastEntryFoundJmp = $F0F8
CardLoadDirCheckEx2 = $EFA4
MemCopy = $E949
LoadLogoPaletteLoop1 = $E8DA
DirFindEntryNewLoop = $F893
CardReadSector496ChrLoopDone = $F5FE
LOGO1 = $E242
CardCopySectorsPerFat = $E663
LoadPrgChrSizeChrRam = $F6D4
CardLoadDirCheckEx3 = $EFBF
DirFindEntryNext = $F2F1
DirGetEntry = $F2A4
CursorDone = $E2FD
NewCFReady = $F983
CardReadSector496Loop = $EDC0
ClearRamLoop = $F718
LOGO2 = $E24A
FPGACopyRomLoop0 = $F3B7
CardLoadDirClearTempEntryLoop = $F078
CardWaitDataReq = $ECFD
DoYScrollOverflow = $E317
CardInserted = $E56D
LoadFPGA = $F602
ResetCopyFPGA = $E478
RenderingOn = $F6E1
CardLoadDirLongNameLoop1FF = $EF09
LOGO3 = $E252
FPGACopyRomLoop1 = $F3D8
CardLoadDirNextSector = $F09B
ClearNameTableLoop = $E824
NewCFDone = $F9B8
MoveSprite = $E291
CardLoadDirLongName1 = $EEEF
CardLoadDirNextEntry = $F080
ResetFPGANotConfigured = $E470
JoystickRead = $E7F3
.endscope
Code: Select all
; The contents of this file were taken directly from variables.h of PowerPak
; firmware source code (added ca65isms).
.struct PowerPakVars
sourceLo .res 1 ;must be 0 page
sourceHi .res 1 ;must be 0 page
destLo .res 1 ;must be 0 page
destHi .res 1 ;must be 0 page
sourceStrLo .res 1 ;must be 0 page
sourceStrHi .res 1 ;must be 0 page
sourceEntryLo .res 1 ;must be 0 page
sourceEntryHi .res 1 ;must be 0 page
destEntryLo .res 1 ;must be 0 page
destEntryHi .res 1 ;must be 0 page
printAddrLo .res 1 ;must be 0 page
printAddrHi .res 1 ;must be 0 page
tempEntry .res 34
destBank .res 1
cursorX .res 1
cursorY .res 1
scrollY .res 1
scrollYCounter .res 1
scrollYUp .res 1
scrollYDown .res 1
cursorYCounter .res 1
cursorYUp .res 1
cursorYDown .res 1
speedCounter .res 1
speedScroll .res 1
printY .res 1
spriteNum .res 1
partitionLBABegin .res 4 ;sector number of beginning of partition
fatBeginLBA .res 4 ;sector number of beginning of fat table
clusterBeginLBA .res 4 ;sector number of beginning of data, cluster #2
sectorsPerCluster .res 1 ;number of sectors per cluster (8 sectors for 4KB cluster)
rootDirCluster .res 4 ;cluster number of root directory, 0 for fat16
baseDirCluster .res 4 ;cluster number of POWERPAK directory
sectorsPerFat .res 4 ;number of sectors in each fat, 2 fats assumed
reservedSectors .res 2 ;number of reserved sectors
sectorCounter .res 2
sourceCluster .res 4
sourceSector .res 4
fat32Enabled .res 1
fat16RootSectors .res 2 ;number of sectors in the root dir, (root dir entries * 32) / 512 bytes
prevFrameCounter .res 1
frameCounter .res 1
joystick .res 1
findEntry .res 11
exMatch1 .res 4
exMatch2 .res 4
exMatch3 .res 4
selectedEntry .res 2
filesInDir .res 2
lfnFound .res 1
printString .res 34
temp .res 4
source256 .res 1
sourceBytes .res 1
gameName .res 32
saveName .res 32
mapperData .res 16
gameCluster .res 4
wramCluster .res 4
mapperCluster .res 4
prgSize .res 1 ;how many 16KB banks
chrSize .res 1 ;how many 8KB banks
mapperNumber .res 1 ;mapper number in hex
mirroring .res 1 ;0x0=horiz, 0x1=vert, 0x8=four
mapperModule .res 2
powerOn .res 1
useBattery .res 1 ;00=no battery, 01=use battery must save wram
wramBanks .res 1 ;0=1x8KB bank, 2/4 others expected
gameGenie .res 40 ;5x8 chars
gameGenieOffset .res 1
gameGenieCodes .res 40 ;8 bytes x 5 codes addresslo, addresshi, newdata, comparedata, enable8, junk, junk, junk
arcadeDip .res 1
moduleReady .res 1
bankCounter .res 1
romVers .res 3
;;added in 1.33
oldButtons .res 1
heldButtons .res 1
scrollHoldTimer .res 1
searchEntry .res 34
.endstruct
.enum PowerPakConsts
messagePP = $00
messageNOCARD = $01
messageNOTREADY = $02
messageBADFORMAT = $03
messageREADERR = $04
messageWRITEERR = $05
messageNOTFOUND = $06
messageLOADDIR = $07
messageLOADRAM = $08
messageGG = $09
messageWEBSITE = $0A
messageSTARTGAME = $0B
messageLOADGAME = $0C
messageBADHEADER = $0D
messageDISKDUDE = $0E
messageSAVINGRAM = $0F
messageCARDBUSY = $10
.endenum
.scope PowerPakRegs
;variables = $0000-00FF 256 bytes
;stack = $0100-01FF 256 bytes
;sector = $0200-0400 512 bytes
;modules = $0400-0800 1024 bytes 0400 = module start vector 0404 = controller vector
;******************
;5xxx range
;(/ce=1 nand A14=1)=0 booten=1 a13=0 a12=1(sel) a11=sel a10=sel
;remove boot/en invert
;mapper /wr = prg/ce=clk (exp0=1 nand)or r/w=0 = /load
;0100 xxxx = $4xxx = do not use
;0101 0000 = $50xx = card /rd
;0101 0100 = $54xx = card /wr
;0101 1000 = $58xx = /program
;0101 1100 = $5Cxx = fpga /cs
;*******************
FPGADATA = $5C00
FPGAPROGRAM = $5800
MAPPERWR = $8000 ;;switch bank here
PRGBANK = $4200 ; registers in the loader fpga config
CHRBANK = $4201
PRGSIZEWR = $4200
CHRSIZEWR = $4201
MIRRORINGWR = $4202
ARCADEWR = $4203 ;;used for WRAM size
GAMEGENIEWR = $4204
BOOTENWR = $4207
FPGAREAD = $4208
FPGAREADLO = $08
FPGAREADHI = $42
;********************; pdf p113
; CF A10 A3 A2 A1 A0 /REG
; NES gnd A3 A2 A1 A0 vcc
;
; data read 0 0 0 0 xxx0
; error 0 0 0 1 xxx1
; status 0 1 1 1 xxx7
;
; data write 0 0 0 0 xxx0
; sector count 0 0 1 0 xxx2
; lba 0 0 0 1 1 xxx3
; lba 1 0 1 0 0 xxx4
; lba 2 0 1 0 1 xxx5
; lba 3 0 1 1 0 xxx6
; command 0 1 1 1 xxx7
; device 1 1 1 0 xxxE
;
;*********************;
CARDDATAREAD = $5000
CARDERROR = $5001
CARDSTATUS = $50F7
CARDDATAWRITE = $5400
CARDSECTORCOUNT = $5402
CARDLBA0 = $5403
CARDLBA1 = $5404
CARDLBA2 = $5405
CARDLBA3 = $5406
CARDCOMMAND = $5407
CARDDEVICE = $540E
.endscope
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
-
- Posts: 780
- Joined: Tue Nov 23, 2004 9:35 pm
Re: PowerMappers (a new set of PowerPak mappers)
My preferred recipe has four layers plus : official, beta, loopy, power, then a few cherry picked individual ones, including from the save state mappers :rainwarrior wrote:Thanks for the info, thefox.
An additional thing that source might help is to be able to send you additions/patches for PowerMappers. We're already in kind of a horrible situation where a lot of people have 3 layers of mappers installed on top of each other, I'd hate to be creating yet another mapper repository overlay. :S (Of course... this particular problem could be better solved by bunnyboy.)
http://nerdlypleasures.blogspot.com/201 ... apper.html
Re: PowerMappers (a new set of PowerPak mappers)
Perhaps we should take general discussion of using and creating PowerPak mappers out of the topic about thefox's particular set?
edit: Also, Loopy already seems to have included an NSF player in with his mapper pack.
edit: Also, Loopy already seems to have included an NSF player in with his mapper pack.
Re: PowerMappers (a new set of PowerPak mappers)
Hey silly question here, but where do we put the slot files? Do they go into the directory with the ROMs?
Re: PowerMappers (a new set of PowerPak mappers)
You can put them anywhere you want.kruuth wrote:Hey silly question here, but where do we put the slot files? Do they go into the directory with the ROMs?
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
Re: PowerMappers (a new set of PowerPak mappers)
Right now they're in a root directory called SLOTS but I don't seem to have the ability to save with them. The option isn't available. Am I missing something?
Re: PowerMappers (a new set of PowerPak mappers)
Do you mean "the save-/loadstate options are greyed out"? then…
You have to pick your slot file from the menu after you pick your ROM, before you boot the game. Unlike the built-in SRAM chooser, the [game-genie-code-entry] screen will not update to reflect that you have chosen one and display its name.
If you mean "the menu does not offer me the chance to save after I hold RESET (as one would using the pack-in SRAM saver)" then I suggest saving a state before you quit, and using that to hold your progress.
You have to pick your slot file from the menu after you pick your ROM, before you boot the game. Unlike the built-in SRAM chooser, the [game-genie-code-entry] screen will not update to reflect that you have chosen one and display its name.
If you mean "the menu does not offer me the chance to save after I hold RESET (as one would using the pack-in SRAM saver)" then I suggest saving a state before you quit, and using that to hold your progress.
Re: PowerMappers (a new set of PowerPak mappers)
Aha. That makes sense then. I found it...wasn't looking. My bad.
- DaRabidDuckie
- Posts: 6
- Joined: Sat Feb 17, 2018 11:19 am
- Location: Wisconsin
Re: PowerMappers (a new set of PowerPak mappers)
I'm having an odd issue with these mappers when using an RGB-Modded AV Famicom with an adapter (the exact one from this thread).
When I save and then load a state I'll see some pretty gnarly glitches in gameplay and sometimes on the menu, like this
^^ This will sometimes happen if I load a state directly from the menu.
When I use the default official or beta drivers the game runs smoothly. I've also tried stacked mappers (official, beta, loopy, power) with no luck.
Since the mappers work perfectly on an NES I'm leaning towards the issue being the 72-pin to 60-pin adapter, but the recommended fixes I've tried (resistors on certain pins, mmc5 and exp audio fix, copper tape) don't resolve this issue. Is there anything else I can try?
When I save and then load a state I'll see some pretty gnarly glitches in gameplay and sometimes on the menu, like this
^^ This will sometimes happen if I load a state directly from the menu.
When I use the default official or beta drivers the game runs smoothly. I've also tried stacked mappers (official, beta, loopy, power) with no luck.
Since the mappers work perfectly on an NES I'm leaning towards the issue being the 72-pin to 60-pin adapter, but the recommended fixes I've tried (resistors on certain pins, mmc5 and exp audio fix, copper tape) don't resolve this issue. Is there anything else I can try?
Re: PowerMappers (a new set of PowerPak mappers)
I have no idea what could be causing that, sorry.
Do you see that Ninja Gaiden glitch even if you don't save/load?
My immediate reaction was that maybe CF reads/writes aren't working properly, but it's unlikely to be the issue if it works perfectly on another system.
Do you see that Ninja Gaiden glitch even if you don't save/load?
My immediate reaction was that maybe CF reads/writes aren't working properly, but it's unlikely to be the issue if it works perfectly on another system.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
- DaRabidDuckie
- Posts: 6
- Joined: Sat Feb 17, 2018 11:19 am
- Location: Wisconsin
Re: PowerMappers (a new set of PowerPak mappers)
Thanks for the reply!thefox wrote:I have no idea what could be causing that, sorry.
Do you see that Ninja Gaiden glitch even if you don't save/load?
My immediate reaction was that maybe CF reads/writes aren't working properly, but it's unlikely to be the issue if it works perfectly on another system.
It's not just Ninja Gaiden. It's practically any game where I try to save/load.
I'll be doing some troubleshooting later this week, as I'm still leaning towards the adapter. I have a friend who has a non-RGB modded AV Famicom and I'll be testing it out on his to see what happens.