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stgiga
Posted on 03-02-17 11:48 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 03-02-17 11:59 PM) Link | Quote | ID: 164947


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Hello infidelity, your hack is nice, but there is a major bug. In Nestopia, if you go to the game menu, and rapidly go up and down, which I tested by moving between the options on controller 1, the game will switch to either Mario 2j or the last hovered game, before the menu text corrupts, and the game freezes/crashes. It is repeatable. I tried the game on a Mac OS X copy of Nestopia by Richard Bannister. You may use the equivalent Windows version to test this.

Hopefully this crash can be stopped due to the hack's current instability. I suspect it has to do with graphic bank switching.

I hope Mario Bros. gains highscore save functions via SRAM, and that all this is integrated into the newest release of the hack rom-permitting.

stgiga
Posted on 03-03-17 05:41 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164950


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Thank you! I will carefully wait in anticipation for the newest release.

stgiga
Posted on 03-03-17 11:35 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 03-04-17 12:04 AM) Link | Quote | ID: 164958


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On the release after this new release, see if you can replace the original Mario Bros. with the enhanced Mario Bros. Classic Series German NES Release from Europe, but sped up to 60hz and converted to mmc5 as a replacement for the original Mario Bros. NTSC that we currently have. I would also like to see the SRAM Highscore function from nes.goondocks.se added to either one if space permits.

stgiga
Posted on 03-05-17 12:13 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164970


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Do you think adding the Mario Bros. Classic enemies to the title screen would be a good idea?

stgiga
Posted on 03-06-17 02:31 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 03-06-17 02:58 AM) Link | Quote | ID: 165055


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Dear infidelity, I have discovered that your "fix" on today, March 5, has broken Mario Bros. screen clearing of the phase 1 text, and the Pause menu. In addition, Mario Bros.'s pause menu no longer works properly. I recently discovered yesterday's build actually is able to humanly access the Mario bros. menu, but it takes a fast hand to immediately release the button. Its menu works fine. Please trip load yesterday's build for emulator users if you still have it. If you do not, I saved it and will upload it in this and a new thread with full credit to you and this thread. I also will upload my variant which has the intro edited to say Nintendo presents in the same graphics as Mario world's intro. The date will be changed to 1992. I have already made the patch series. Both use the same rom as yours.

Before I read your latest posted reply to me, I would have asked for extra SRAM saving for Mario Bros., but after reading it, I am holding off. Also I do not mean to offend you or steal credit by making my "Nintendo Presents" variant of the patch. Also, I would like to encourage Repro makers to use the March 4th build once it is reuploaded to fix the game. If I am the one uploading, I request that those building a repro use my "Nintendo Presents" version of the hack, copyrighted 1992, while crediting infidelity on the label and box art, plus the manual. Again, this is only to credit Nintendo for the Program and Character data in the patch.

stgiga
Posted on 03-07-17 02:21 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 03-07-17 10:28 PM) Link | Quote | ID: 165078


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I have since realized that that was a bad idea. Bite me for that, ok? I also was not in my sane mind yesterday, and I screwed up. I have never uploaded the CHR modded version with Nintendo presents to any public site, nor do I currently or ever want to do after waking up to today's rightfully deserved ire. I know I just got my butt kicked, and that I was really stupid about that, but it was a long shot that I knew would not work very well. Yes, I know the last reason in my last post was shoddy, and that I should not have done that. I only made the CHR edit for private cart use, and that my whole idea is, in hindsight stupid. The only reason I mentioned it has to do with the fact that I currently cannot ASM hack on infidelity's godly scale, but can do CHR edits straight outta multicarts and intro groups. As such, since it was the only thing I had on my plate, I stupidly mentioned it, and here I am, reserved for a special place in hell next to Satan. I had rashly and stupidly tried to fix a mistake that had been stealthily fixed when I Fubared again and delayed the idea, which by all means deserved death. I, to use the pun, am currently a false infidel to the holy religion of infidelity. Someone just get me a bucket so I can barf at my day-old self, OK. I will then dump the barf on my old self, and laugh profusely despite the impossibility of time travel.

F*** ME1111111111
11111111111111111
Metal gear reference above

PS: Deepest apologies to infidelity for what happened. If I had a job and did non-paid work, I would want credit too. A further apology goes to the unknown user who wanted a cart. Due to ethical pressure from infidelity and my sane side, I can't give you the patch, nor can I say anything about the edit, except that all but the first N are from the DMG boot rom, and that the numbers are from the original, but modded to be Mario 3 ones. I cannot show a picture of YYCHR, and, while you may ask, I do not want to give out the exact gfx address or pattern, for fear of punishment, nor can I hint at it without retribution. The only thing I can say is that it renders correctly on default YYCHR settings, and is one of the only CHR areas to do so. I know it starts with 1, and fills all digits. Sorry to disappoint, and sorry about indirectly getting you flamed for a half-reasonable request. I am also sorry for the confusion I caused Da_Gper. I misspoke. It was someone else, and I accidentally saw the wrong name. Sorry for offending and confusing you. I am deeply repentant for what happened. I never gave anybody the patch, nor did I share it online. Looking back, I can conclude that I should not have even mentioned uploading it. I promise to never give this out. If pirate makers want to hack the cart, I disapprove fully, and my goal was and is never to help them. I do not wish to hurt your work, and I have had no desire or intent to add my name to the intro, or discredit infidelity and his Nintendo-quality hack with 5-star support. I would never sell it, and I do not condone pirates finding the address, and transplanting the CHR for the Nintendo Branding out of Mario 3, before replacing infidelity's name with the Nintendo logo or other logos. I salute you infidelity for the work you have done without pay, and for implementing most of my ideas, even if somebody had already suggested some of them, therefore to save space, credit on the thread may not have been given to me as a co-suggester. (Sorry again infidelity and Da_Gper, along with the one father who wanted a copy for his kids. (I think his name has numbers in it, and has either gnash or nash in it. I know he changed his tune, so the point is moot, and I never meant to rope Da_GPer into this debacle. ) I know I may sound butthurt about myself, and it may look like I was also butthurt about not being credited for the Highscore-only SRAM in Mario Bros. Classic, but I never felt butthurt about it internally and knowingly, but my dark side probably did, so I am sorry about that getting out of hand. I am also sorry about unintentionally feeding the spammer troll, (bestposter), and for roping Da_Gper into it, getting him insulted more than I was, when I deserved it more due to the whole debacle. I humbly and remorsefully beg for forgiveness, and I wish I had never done this whole debacle, and I apologize to all involved. I will stop posting for a while, and just stew in my own juices, and just observe until I am forgiven and given a chance. Perhaps I could share a link to my google file cabinet, which sharing hardly works on, so I will have to filter requests. Sorry again for any inconvenience. I will take my sabbatical now, and I will return a changed person in a while. Bye!)

Hasta la vista, baby!

stgiga
Posted on 03-30-17 08:57 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165292


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Posted by hossbags2
Unused Spiny Egg Behavior - bug fixes for SMB1 and SMB2 FDS

SMB1 - https://tcrf.net/images/8/86/SMBSpinyEggPatch.ips

SMB2 - http://www.romhacking.net/hacks/2481/

https://tcrf.net/Bugsuper_Mario_Bros.


The Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. However, this is not the intended behavior; it's actually the result of a bug! The eggs are supposed to be thrown out relative to the player's speed, Lakitu's speed, the player's position, and a pseudo-random value, as well as bounce off of any blocks or walls that they hit on the way down.

- I made the following hex edits for this bug fix


For SMB1 using a hex editor....

change at offset 0x004444:

20 46 C3 A0 02 95 58 C9 00 30 01 88

to:

A0 02 95 58 C9 00 30 01 88 20 46 C3

**************************************

For SMB2 using a hex editor....

change at offset 0x00b03d:

20 31 8F A0 02 95 58 C9 00 30 01 88

to:

A0 02 95 58 C9 00 30 01 88 20 31 8F


I have a new hex edit. Nothing wrong, I assure you, it just makes Mario 2 USA display the Unused 8th frame of animation. In the Mario All-Stars rom, change offset 0x3fb05 from 26 to 28 to unlock this missing frame of animation. It works. Sadly the death sound patch will not work due to mmc5. This also affects the SMB1 Infinite Lives code, and some very few others.

stgiga
Posted on 03-31-17 01:38 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165294


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Posted by bnash222005
Posted by infidelity
He has, I just haven't been able to get around uploading the new version. I work 50+ hours a week I get pretty exhausted, not looking for pitty, just letting you and everyone know I'll get to it asap. I should have a relatively light day today, so I hope to get it uploaded tonight. :-)


Oh, alright. I understand how work hours are. I used to work 80+ hours a week. There was no time for me whatsoever. Thank you for everything infidelity.

stgiga
Posted on 04-26-17 05:46 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-26-17 06:12 PM) Link | Quote | ID: 165457


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You know, the MMC5 extra channels could be used to make SMB2j output the missing channel. As it turns out, SMB2j on FDS does have extra sound. The few NSF files have the sound present. Also, due to lack of menu letter space, Mario Bros. had to be made into the Easter Egg it currently is. It used to only be playable using a button combo on Controller 2, and before that only in 2 player in Mario 3, so I am happy infidelity did the feature, plus adding the Arcade Scenes and Hi-Score arcade mode to the SRAM.

stgiga
Posted on 04-28-17 06:57 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 04-28-17 07:14 PM) Link | Quote | ID: 165480


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Posted by infidelity
Looking like a no-go. From what I was told at nesdev.


Actually, the FDS is essentially a cartridge, containing hardware enhancements just like normal cartridges.


So from what I'm getting, is that even though the sound data is present in my all-stars game, it lacks the hardware to output it. But I'm waiting on another question I had, as to how that can be with the DISK version of SMB2J, it's on a pc disk.

I'm at 5-1 now on my all-stars cartridge, but I'll still try to beat the game on my nes, just for my own personal confirmation.


From what I have read about the FDS and MMC5, they both have an Extra PCM Wavetable channel as part of the sound. SMB2j uses the channel as a Square Tubular Bell, and I figured that something similar code-wise to how you did Mario 1's skid sound, Mario 2 USA's Unused sound sample, and the Mike Tyson's Punch-Out Cheering sample would be enough to make the MMC5 play the FDS audio. All that needs to be done is tell SMB2j to play the sound as if it were an MMC5 sample, instead of FDS. This would let it play on hardware, as MMC5 does not normally emulate FDS audio without ASM.

The FDS cart is practically an official PowerPak Lite, which had ram to load games onto. The Drive read the PRG and CHR from the disk, and mapped it based on size. This was fed to the Ram adapter, which read the sound and such. It will never output via the FDS channel, but if you fix it like SMB2USA, it WILL output via MMC5 as the tubular bell it should have played as. The sound should sound like a church bell to a degree, almost like a Sound Blaster 16, or a Chime. Zelda 1 on FDS did use extra samples, which Nintendo Emulated accurately on the Japanese 2004 Zelda Collectors Edition GCN disc, and made into an iNes headered rom (The same rom is in Doubutsu No Mori +, and maybe Doubutsu no Mori N64). The other info to note is that the FDS prototype did too, plus I think that the way you used FDS samples in LoL is proof that it works. SMB2u also used FDS Doki Doki Panic's death sample in the unused sample, and SMB3 used the Lost Levels Skid sound. Mario Bros. Classic used an FDS Kattekita Mario Bros. as a base, so includes the missing Arcade and JPN arcade levels and enemies similar to Pie Factory, and as such, included FDS samples ported to NROM PCM. Of course, you added the SMB2j skid sound to SMB1. Also, in this video, the ending sounds like it should, and I do hear a pleasant chime halfway in the intro.
https://www.youtube.com/watch?v=X8vuIT6QZ4Y

stgiga
Posted on 04-28-17 11:31 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165483


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Posted by infidelity
If the .fds wavetable is the same as a PCM sample, then I will convert the .fds write registers to utilize the mmc5 $5010 PCM. I borrowed the cheering DPCM from Mike tyson, and I have the mmc5 playing it during my wii shop channel song. So I'm familiar with that channel. I'm intrigued, thanks for all that information, I'll tinker around later today.

Hmm, I'm wondering, if this is the same as a dpcm sample, then why did that game need to use expanded audio? And if this really can be used as DPCM or PCM, then why hasn't other conversions utilized the APU $4010 or MMC5 $5010?

You're certain this is true, that $4010 or $5010 can read and output the expanded wavetable?


I do know that the FDS, according to https://wiki.nesdev.com/w/index.php/FDS_audio outputs a wavetable channel on it's own sound hardware, the 2c33 chip, which may be similar in PCM ability to the 2a03 chip in it's family. The NESDEV article mentions that the wavetable channel is a better version of the gameboy channel. On an original Gameboy Color, with sub-frame TAS, someone did a Pokemon Yellow run, which played video with even real speech through the speaker using PWM and pulsing/wave modulation on that channel in the way that the same game created Pikachu's Ikue Ohtani voice acting as the cry of your starter Pikachu. As such, I suspect that since the MMC5 is known to use Enhanced DPCM over a stock console, that if we convert the wavetable synthesis instructions used by the FDS to create a bellchime into a PCM sample, we could restore the missing chime. In it's current form, you would need to follow these instructions: http://forums.nesdev.com/viewtopic.php?t=4743&p=41958.

I also found a patch for mario 1 and 2j which changes the ? blocks to the JPN 25th anniversary blocks. Seems fitting.

stgiga
Posted on 04-29-17 09:19 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-29-17 09:36 PM) Link | Quote | ID: 165491


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I assume that based on your statement, you either fixed the sound on hardware, or found out that it was unfixable. SMB3 still has that IRQ bug, and I was not planning on having the ? Block mod added officially. There is a way to clean up the left and right color-shifting edges of the SMB3 screen, by using the MMC5's 8x8 tile palette attribute mode of the mmc5 which that one Megaman??? hack uses, along with the CHR page flip from LoL to update that faster. This would fix the ugly overscanned border, and would make the game look nice I cropped, without needing to mess with gfx. The pulse wave extra channels on the mmc5 are what I actually meant for restoring the fds sound, due to fds sound using gameboy-Esque sound, which resembles the nes/mmc5 pulse channels. This means we could restore the fds bell by using pwm on the 2 mmc5 pulse channels.

stgiga
Posted on 04-29-17 10:37 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165493


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Posted by infidelity
True regarding the irq in Mario 3. I still need to obtain a chip flasher, so I can debug it myself.

The fds, no I havent touched it. I'm still contemplating about it, waiting for a response via nesdev.

And I'm not adding 8x8 sprite bars on the left of Mario 3. Again these are all miniscule issues which really is a person to person preference, aside from my irq in Mario 3. If people want to release patches for such things, to apply to my game then I'm fine with that. I feel I'm getting bombarded with "what about this, what about that, this here, this there, etc" but I personally feel I've brought all that there could possibly be brought to the table, to get the most out of my original release from back in 2015. So with all of that, these will be the final things I'll try to get around to.

1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


Technically the 8x8 mod would fix an original game bug relating to the garbled gfx in game on the borders, and would allow the sprites to more closely match the colors of their border-scrolled counterpart objects. Also, I meant that a closer channel match to the fds would be the two mmc5 extra pulse channels. You also lose 1k of potential nametable ram when using 8x8 on the mmc5 built in 1k ram, so maybe it would be a bad idea. As for the fds, I can wait, and there is very little difference, so little, that it currently sounds the same as smb1. Also, the IRQ does not matter to me, and in fact helps show me when pcm is playing.

stgiga
Posted on 04-29-17 11:54 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 04-29-17 11:59 PM) Link | Quote | ID: 165496


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Posted by Ice Man
Posted by infidelity
1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


IMO, this is all that needs to be done, if even! You've done a great job on the SMAS converison and people still want more and more. :'(
If anyone wants those ? blocks they could create a patch for it. Tile Editing really isn't that hard.

I wouldn't want the original feeling of those classic games being taken away by bajillion of improvements or changes. Bug fixes are great but that's it.


Many people dislike the smb3 bug in borders, and I agree. Also, I am positive Nintendo never intended it to happen due to overscan, and I am sure infidelity hates the Irq bug. Nintendo wanted rich fds sound for smb2j, and that makes the bug a sacrilege to smb2j. I do agree that the game is Nintendo quality, but not perfect yet. Also, I just have that list, and I support infidelity's next project, and will be happy to add my ideas.

stgiga
Posted on 04-30-17 09:30 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165500


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Posted by infidelity
The garbage on the rightmost part of the screen is not a bug. They are drawing a sidescroller on a horizontal nametable, when typically it's done vertically, they do this because of having the irq on the screen, and they are drawing vertical tiles from $2000ppu, onto $2800ppu. This gives the game a much larger level to explore. The developers knew they needed more time to prepare the next set of tiles to be drawn, so they created some asm, to help make it not look so bad. But in 1988, we had tube televisions, so we couldn't see the previous tiles and previous attribute palettes, but with emulators and hidef televisions, we see everything. So this is not a bug, it was a developers choice to design the game this way. Yes, it can be hidden with 8x8 black sprite tiles, but I'm not going down that road.


That's OK, as it probably would be too much work to fix, not to mention wasting 1k of possible nametable, which would be bad for Mario Bros. Classic 's stability due to it's use of nametable memory for the logo. Also, how is the FDS audio fix research going?

stgiga
Posted on 05-01-17 12:15 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165504


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Posted by infidelity
Ive stated before that i'm not changing the song. That is the song that was composed by the developers, I am not altering it, i'm not changing it, i'm not removing it. To me, there is not one wrong thing with that song, other than the .FDS expanded audio track being missing.

This game is all finished. All that needs to be done, is for me to debug the Mario 3 IRQ for cartridge use. Idk when that will be, since I don't have a chip flasher.

So i'd like to say thank you to all the people that tested and help report debilitating issues within this game. I'm all done with this now. Enjoy!

EDIT

I just defeated Super Mario Bros. 2 Japan on my HDMI NES. This HDMI device allows the output of all the known expansion sound chips found on different cartridges. So, with the .FDS audio option enabled, I saved Princess Toadstool, and the .FDS expanded audio played on my system! So for those that want to hear this for themselves on a Nintendo system, you will need Kevtris's HDMI NES kit.


So it does play on an hdmi nes! That is great news. I agree now that the game is finished for those that want the entire original experience, including glitches. That same audience includes the folks who are ok with Mario bros. characters being omitted from the intro to keep that 5th game an Easter egg to make the compilation more resemble the original. I can say that it is now Nintendo quality, and I will fully support your next projects and be willing to give ideas.

stgiga
Posted on 05-01-17 03:52 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165506


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Posted by infidelity
Posted by stgiga
I agree now that the game is finished for those that want the entire original experience, including glitches.


What glitches are you referring to?


Firstly the Border bug, and secondly the result of pressing A too quick. It crashed to corrupted curtains, as depicted in http://imgur.com/a/pzq23

stgiga
Posted on 05-01-17 04:31 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 05-01-17 04:38 AM) Link | Quote | ID: 165508


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Posted by infidelity
The rightmost boarder in Mario 3 is NOT a bug.

That image you uploaded, what is that? What is it exactly that causes that and where and when?


Pressing a up and start rapidly on the title screen for the compilation on fceux will cause that to happen. It happened, I caught it on camera, and screenshotted it. It also made horrible sounds. I think it may be a CHR bankswap issue like that other one one or 2 months ago. As such, maybe the input for that should be delayed until the game finishes loading the assets.

stgiga
Posted on 05-01-17 08:19 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165513


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Posted by infidelity
There's nothing more I can do regarding the .fds, it's a hardware issue. I have no desire to create or emulate a new pulse channel. The sound is the way it is.

I will look into the up+start glitch on the all-stars screen. Once that's taken care of, I'm moving on until I get my chip flasher, then I'll return if I have the irq in Mario 3 resolved.


Has the crash been fixed yet? I noticed today that you changed the OP.

stgiga
Posted on 05-02-17 04:43 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165519


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Posted by Da_GPer
Posted by stgiga

Pressing a up and start rapidly on the title screen for the compilation on fceux will cause that to happen. It happened, I caught it on camera, and screenshotted it. It also made horrible sounds. I think it may be a CHR bankswap issue like that other one one or 2 months ago. As such, maybe the input for that should be delayed until the game finishes loading the assets.


Actually, its not just pressing up that does it. I tried down, left, and right and it did the crash. Nice find yet I sort of wonder what made you think of doing that?



I was recording a game review for media class when I raged due to the cameraman's antics, and ended up hitting the button combo. When the game crashed, I knew the game broke.
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