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Messages - MP2E

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EverDrive N8 / Re: Compatibility with RetroUSB's AVS??
« on: September 15, 2016, 01:57 AM »
That would be awesome. I've researched the issue a little already myself, seen someone already patched VS Mario to fix the NMI routine as well. I've looked into how they patched VS Mario, but was unsuccessful recreating the patch for Smb. do you plan on releasing IPS patch fixes? for Zelda2\Smb. I'd really appreciate it. Thanks

edit: btw changing the phase option, fixes the lines but creates annoying speckles. There is really no walk around on the hi def kit. I literally have to use a non modded nes to play the game glitch free.
Sure, I don't mind! I just didn't know if there was any demand for it. Here is the Super Mario Bros IPS patch, created from the latest no-intro rom (I think other super mario bros roms should work fine though)

From what I've seen from playing through it a few times, the game functions perfectly fine including glitches with the exception of the Minus World glitch. I used a high level disassembly I found on because I wasn't sure what free space is available just by looking at the rom in the fceux debugger, so the ROM layout is shifted, meaning the minus world glitch jumps to the same address, but it has different data. (investigating more thoroughly into it after I get a few other games working with the fix)

Other than that it should be absolutely perfect and if you find any bugs please let me know! There shouldn't be any at all, but you never know.

I'd like to make this patch more minimalist at some point so that it doesn't shift over the rom data, but I have never programmed in assembly before taking up this project so this is all quite new to me! In the case of Zelda 2, there will not be a high level disassembly available as no one has made one, but I am still optimistic about patching the game as it is very easy to extend the rom space and add new routines to the new empty space, overwriting select bytes in the old code to call my new code without shifting any code around.

Anyone is free to contribute! If you would like to look in to how I did this, download the high level disassembly I linked to and check out my changes here!

EverDrive N8 / Re: Compatibility with RetroUSB's AVS??
« on: September 15, 2016, 12:48 AM »
I've been holding off on the AVS, If anyone could test Ultima Exdous, I'd appreciate it. Its got horizontal line glitches on the hi def kit. I'd like to see if they happen on the AVS too. Here's a video of the problem. Its happens on Org Cart and N8, either is fine to test for the problem

Watched the video, this glitch is known on nesdev and is a PPU bug caused by certain CPU-PPU alignments when a game writes to $2000 midscanline. Changing the phase option on your console might help, but if you are getting visual artifacts for each phase, then the rom will need to be patched to stop it from writing to $2000 midscanline.

Thankfully if you don't mind using rom hacks to fix the issue, they aren't too bad to create. I've slowly been working on patching games with these issues in my free time, Super Mario Bros was giving me the same issue and I managed to patch it such that it looks perfect on all phases.

I would not mind taking a look at patching Ultima after I take a look at Zelda 2. I have no guarantees but the work really isn't difficult, provided there's enough space in the rom for my new NMI guard routine to fit, which isnt too many bytes.

Of course, the AVS and Analogue NT Mini should both sidestep this problem as they won't be simulating the corrupted scan line bug. It's never used to any positive effect by any homebrew or commercial games today.

EverDrive N8 / Re: Does the Everdrive N8 work with the Hi-Def NES?
« on: September 08, 2016, 07:37 AM »
Yep! I have a hi-def nes modded AV Famicom and my Famicom Everdrive N8 works great.

EverDrive N8 / Re: Save game deleted after I turn off the NES
« on: August 19, 2016, 05:38 PM »
Alright, thanks for the further info, that throws out my old theory.

So, SRAM is a memory chip on the Everdrive, a typical game like Zelda would have an SRAM chip for its save, so the Everdrive just gives the game access to SRAM and normally when selecting a different game in the Everdrive menu, copies the contents of SRAM to a file on the sd card for future use. It sounds like the SRAM is functioning normally but for some reason the Everdrive OS is not copying it to a file on your SD card as it should. (Which would be why pressing start would still work)

Perhaps try copying your files off and reformatting the sd card, try another sd card if that doesn't work!

EverDrive N8 / Re: Save game deleted after I turn off the NES
« on: August 19, 2016, 04:09 AM »
That's odd! I have saved in a fair few games and they seem to be working. Perhaps the CR2032 watch battery inside the Everdrive has died? In that case, purchasing another is inexpensive to replace it.

Basically the way that saves work(from what I can tell) is that the SRAM is written to which is powered by the battery, when you turn off the console and turn it on later the SRAM is then copied to a file on the Everdrive which is loaded back into SRAM when you select that game. So no battery, no saves to work with..

EverDrive N8 / Re: Japanese games on everdrive N8
« on: August 09, 2016, 11:24 PM »
Are you trying to run these games on a PAL NES? NTSC is required, the clock speeds are different on a PAL NES

Dunno otherwise, everything is working fine on those two games here!

This is correct! I've bugged kevtris about his implementation too(in a friendly way, of course), and he stated that documentation just isn't complete enough to get accurate simulation going in VHDL currently

Whether he's seen all the documentation out there or not, I don't know, but I'm inclined to believe he looked : P

Idk if there's enough interest but I would he willing to contribute funds towards a Famicom Disk System reverse engineering bounty, maybe the goal could be to write a community FDS mapper for Everdrive, I'm sure kev could then make use of that for the HDMI nes.

This implies that we could find someone willing to do it for the bounty, and could get enough to get a bounty going in the first place.. I'd love to help other than that, but I don't know if I can here

is only japanese. there is a translation?
there is no sound in this game...krikkz where are you??
I worked over other projects, and now is summer so i trying to rest a bit. Will back to active work at the  autumn. However, at this moment i have no plans to work over vrc7 sound.
This is great to hear, thanks krikzz!

Great idea! For reference, the NTF2 test cart works perfectly in all tests on a hi-def nes modded AV Famicom, rev G CPU/PPU, rev 2 motherboard. I ran the tests multiple times after hard and soft resets. Worked every single time, as well as the scrolling appearing to be correct.

EverDrive N8 / Re: 72 to 60 pin adapter sound chip emulation issue
« on: April 15, 2015, 07:26 AM »
Famicom Pin 45 receives the 2A03 audio from the Famicom, so games with no expansion sound bridge pin 45 and 46. 46 is wired up to the output of the console.

So in other words, games with expansion sound grab the CPU audio from pin 45, typically apply some resistance to it, then mix it into the expansion sound channels and output to pin 46

can confirm.. happens on my twin and AV Fami as well

EverDrive N8 / Re: Is this a legitment shop for everdrive n8
« on: December 08, 2014, 01:33 PM »
It's on the list of dealers so yes, should be safe.

Can confirm, hex editing Vs Castlevania causes it to work on my Famicom systems

Off Topic / Re: Krikzz
« on: November 18, 2014, 05:49 AM »
Agreed! As much as I nitpick in the Everdrive N8 forums about game accuracy, it's only because I want to see an amazing product get even better.

I have purchased 2 Everdrive N8s and an Everdrive GB and I am very satisfied with my purchases, I recommend Everdrive whenever the topic 'which flashcart should I get?' is brought up and I don't know what I'd do without mine. I use my EDN8 daily!

EverDrive N8 / Re: Lagrange point translator wouldn't work
« on: November 17, 2014, 01:51 AM »
Lagrange Point isn't supported yet, even by the latest OS v11.1

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