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PostPosted: Sat Apr 15, 2017 4:33 pm 
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Sorry I didn't respond earlier this week.
I tested this on a build of FCEUX that has random memory initialization, saw something off and then looked at the github source.

Code:
   txa            ; X still = 0; clear A with this
   lda $55
@clrmem:
   sta $000, x
   sta $100, x
...


The line 85 lda $55 hastily inserted from commit "Quick nearly done" seems wrong. From instruction before it you seem to want to clear all memory to $00. Also because a "#" is missing means that whole memory range gets written with whatever was the contents of RAM location $55, and not a literal #$55.

If you feel it'll be better for us just to nop that out, it's compiled at b162~b163.


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PostPosted: Sat Apr 15, 2017 6:14 pm 
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For now, I'll add this to Karate Kick's entry in the config file:
Code:
; This patch NOPs out a stray load from zero page in RAM clearing
patch=B162=EAEA


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PostPosted: Mon Apr 17, 2017 11:34 am 
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Oh gosh, that must have been intended to be an
Code:
LDA $5555
"psuedo-breakpoint" to trigger FCEUX's debugger. Thanks for catching that.


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PostPosted: Tue Apr 18, 2017 7:50 am 
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Better to get into habit of using BIT $5555 (or one of the unofficial NOPs) for less effects on CPU state.

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Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: kkfos.aspekt.fi


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PostPosted: Wed May 17, 2017 1:37 am 
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Tried. PowerPak says bad header…
Quote:
4E 45 53 1A 02 01 01 00 00 00 FF FF FF FF FF FF

…why are bytes A-F FF? I can fix that, let's see how it works…


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PostPosted: Wed May 17, 2017 2:20 am 
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キック」not 「キッく」、Don't mix katakana and hiragana in a word, generally.

188 on ver 1, trying latest…

328, so over 256 works. But I can't read green on orange for the hud at all in this version.

Are they intentionally coming to the music on the B segment of the theme?


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PostPosted: Fri May 19, 2017 11:32 am 
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Myask wrote:
キック」not 「キッく」、Don't mix katakana and hiragana in a word, generally.

188 on ver 1, trying latest…

328, so over 256 works. But I can't read green on orange for the hud at all in this version.

Are they intentionally coming to the music on the B segment of the theme?


Ah shit, what a newbie mistake! I'll see if I can throw in a little CHR fix before the cart release. Thanks for pointing that out.

I don't know what you mean green on orange. The HUD is white.

As for the music, any synchronization is just luck. The version of the game in this thread is pretty old and defunct - you'll want to try the more up to date version from the A53 thread.

I've uploaded the Kana fix here, and it'll be a more up to date version of the game as well.


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PostPosted: Fri May 19, 2017 2:06 pm 
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the 17 apr version yields this on Powerpak (but not on my somewhat-old FCEUX/Mednafen, those still have black.)

edit: your iNES header still has $FF in bytes 10-16₁₀ and it shouldn't; PowerPak won't accept it that way. Our wiki recommends "reject" as what emulators should do to such ROMs (or masking off those bytes). Fix that!

also, new version still will come up orange, though now for once I managed to get it to come up with a black BG. Intermittent bug. Also, resetting can make the title screen bounce up and down.

Your current CHR fix looks like a katakana ke(ケ) perhaps as well as ku (ク); remove that rightmost pixel, I think.

ed2: tryng a more times to get orange bG on emu now I see it's intermittent…not getting it. But am getting bouncy-screen on both transitions. I suspect this is from re-enabling rendering mid-frame with scroll set to 0,0? I'm not yet a guru.


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File comment: through capture-device on frontloader from Powerpak.
Screenshot KkickApr17PPak.png
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PostPosted: Thu Jun 08, 2017 9:57 am 
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Late revision with fixed iNES header and katakana tweak.


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