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Messages - Great Hierophant

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1
EverDrive N8 / Re: Cybedrnoid NES
« on: February 20, 2019, 08:13 PM »
That is the problem, I have seen something very similar happen with a TV I had.  Try TMNT 1 and see what happens when the rollers travel up and down the screen.  That game also uses the "blacker than black color".

2
It's the patch, bgb shows bad graphics with SGB but good graphics with GBC.  Pure monochrome DMG graphics are good.

3
EverDrive N8 / Re: Cybedrnoid NES
« on: February 19, 2019, 01:56 AM »
Cybernoid uses a "blacker than black" color and this color can be mistaken for a blanking signal, causing wigglies.

4
EverDrive N8 / Re: Games with corrupted graphics
« on: December 01, 2018, 03:59 PM »
One additional issue I found is Mach Rider shows a mirror of the road when you turn toward the edge of the track.

Change the mirroring from Horizontal to Vertical in the header to fix this issue.  Nestopia has a function to change NES headers.

Check the mirroring on your other games with an authoritative source like http://bootgod.dyndns.org:7777/home.php

The wrong mirroring will cause most games to display bad graphics.

Compare the checksums of your ROMs using Nestopia's Image Info function with those found here :
http://datomatic.no-intro.org/

No-intro checksums do not include the header in their calculation.


5
EverDrive GB / Re: Everdrive-GB X7 Game compatibility
« on: November 18, 2018, 06:54 PM »
Any unlicensed game >32KB and game on this spreadsheet located here : http://forums.nesdev.com/viewtopic.php?f=20&t=17471&start=15#p225889

6
News / Re: EDN8 OS v20-BETA. Large update incoming
« on: November 18, 2018, 05:48 PM »
VanishingVision92 also mentioned Jackal, which uses Mapper 2 and thus far more primitive.  Does that game have a spurious write to RAM at some point?

7
EverDrive N8 / Re: Want to torture myself with Action 52...
« on: November 14, 2018, 05:21 PM »
From a recent tweet by SmokeMonster it appears that the ROM has been split and it plays on the Everdrive. Now to find a copy of the split rom....
Any success finding it?

See here : http://krikzz.com/forum/index.php?topic=8099.0

8
EverDrive GB / Re: Everdrive GB X3 vs Old Everdrive
« on: October 17, 2018, 05:15 PM »
The one benefit to the X3 is that games load instantly.  The old EverDrive had to erase a flash memory chip, then write the new game to it.  That process takes considerably longer than copying data to a RAM chip.  However, the old EverDrive did not require booting back to the menu to keep the progress of your game's save.  If you can find the extra $30, the X5 does not have the flaw of needing to return to the menu to save, it has a battery to hold the contents of the save memory until you select another game.

9
EverDrive N8 / Re: Initial RAM State
« on: October 10, 2018, 08:51 PM »
If this option plus an option to show the CRC32 value of the PRG-ROM and any CHR-ROM on-screen of the ROM being loaded can be added, I might figure more speedrunners would be open to using and buying an EverDrive.

10
EverDrive N8 / Re: Initial RAM State
« on: October 07, 2018, 05:26 PM »
The behavior of the Polyps (official name of the lava spewers) definitely seems different between the two versions.  However, in US Metroid the "random value", regardless of what the value is, will not cause Polyps to spew out of both directions out of a single hole.  In US Metroid, the random value appears to indicate which ones spew and in which direction.  I tested the behavior with the Mesen emulator, which allows you to set the memory values to random, all 1s or all 0s.  Judging by the direction of first three of the lava spewers, all 1s seems to match the EverDrive's behavior as shown in your video.

11
EverDrive N8 / Re: Initial RAM State
« on: October 07, 2018, 03:20 AM »
It's not that easy to actually show what bad and good "pattern" means, because it's only noticeable late in the game. So it would take too much time to demonstrate that in that video. Also, every Metroid speedrunnner knows what that means and that video was made for speedrunners  :)

How unfortunate that the author did not want to reach outside an insular community.  Metroid does use passwords and has password generators, so getting to any part of the game is easy enough ;)

12
EverDrive N8 / Re: Initial RAM State
« on: October 03, 2018, 08:23 PM »
http://krikzz.com/forum/index.php?topic=7384.0

Seems like Metroid on NES toploader always give bad pattern from power-on with real cartridge, but everdrive gives a good pattern every time. It depends on starting value in 002D address.

edit: i don't know exactly how everdrive works, but i think it doesn't initialize ram on purpose. It just overwrites some parts of the ram to show that menu, etc. So it's understandable that maybe it's impossible to make such option like fill ram with FF or 00

Interesting video, although the lack of actually demonstrating the behavior differences makes it less than compelling viewing. 

When the EverDrive's menu is running, it is using the internal RAM.  When it loads a game it must remove itself as the ROM and substitute the game as the ROM.  It may leave the internal RAM in whatever state it was left in when this "ROM swap" occurred.  It probably does a soft reset, which leaves internal memory in whatever state it was in prior to the assertion of the reset but resets the CPU and in some consoles, the PPU.  Essentially it presses the reset button.  Alternatively it may set the internal RAM to a fixed set of values like 00s.  If it can do that, it could set the the values to anything.

I wonder if you could convert a save state taken from an emulator that randomizes the RAM values at the beginning of the game and convert it to the EverDrive state state format.  That way you could have your randomness restored.

13
EverDrive N8 / Initial RAM State
« on: October 02, 2018, 05:13 PM »
When a NES or Famicom boots with a regular cartridge, the state of the internal RAM is somewhat random when the console powers up.  The program on the cartridge will instruct the CPU to set or clear memory locations as it needs.  Some games rely on semi-randomized state of the CPU RAM for their random number generating (RNG) routines, for determining whether a rest was soft or hard, debugging information or unknown reasons.

The EverDrive appears to initialize CPU RAM to a determined state.  I believe that the EverDrive fills the CPU RAM with all 00s, but it causes issues with a few games.  Minna no Taabou no Nakayoshi Daisakusen doesn't work, Terminator 2: Judgment Day won't show its initial copyright screen. 

More interestingly, and what prompted me to post this in the first place, was the warnings I read from the speedrunning community not to use an EverDrive with Final Fantasy.  Final Fantasy uses uninitialized RAM values to determine when encounters occur.  Apparently the value the EverDrive uses is non-optimal for speedrunning.  Also, River City Ransom uses uninitialized RAM values to determine which gang you encounter on each screen. 

I would suggest adding an option for RAM state to the EverDrive menu with three options, Initialize RAM to 00, Initialize RAM to FF and Initialize RAM to Random Values.  The Mesen emulator has this option and it works very well. 

Other instances where games rely on the contents of RAM on startup can be found here : http://wiki.nesdev.com/w/index.php/Game_bugs

14
News / Re: EDN8 OS v20-BETA. Large update incoming
« on: September 27, 2018, 06:59 PM »
Also, the same background color corruption James-F observed in his Famicom occurs in my Famicom and our consoles use the same PCB (HVC-CPU-07), CPU (2A03E) and PPU (2C02E) revisions. 

Finally, it is a mistake to say that RC7's MMC3 is broken.  RC6 and RC7 illustrate alternative behaviors when it comes to the start of the scanline flicker in Mega Man 3, and both can be demonstrated with real cartridges and Nintendo-made consoles.

15
News / Re: EDN8 OS v20-BETA. Large update incoming
« on: September 27, 2018, 05:34 PM »
Let me definitively answer the Micro Machines issue once and for all.  Whether Micro Machines exhibits glitches or not on a Nintendo-made console depends on the revision of the PPU contained inside that console.  If you have a system with a Revision A, B, C, D or E 2C02 PPU, you will see the glitches.  If you have a Revision G or H 2C02 PPU, you won't.

Most front loader NESs use revision G PPUs.  All top loader NESs use revision G or H, and all AV Famicoms use revision H.  Older Famicoms can use any revision from A-G, but E is the most common on systems that still work.  Newer Famicoms (with a VCCI label on the bottom) are revision G. Non-turbo Twin Famicoms can come with an E or a G, turbo Famicoms are G.

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