Moderators: Mug UK, Zorro 2, Greenious, spiny, Sorgelig, Moderator Team
GreyRogue wrote:Added support for mappers 24/26 (VRC6 with sound)
PhantombrainM wrote:Its so fornicating fun!
vanfanel wrote:@GreyRogue: any chance that Mario patched like this gets to work on the NES core?
https://www.romhacking.net/hacks/4180/
Currently it only shows a black screen. This may be the most awesome NES hack I have ever seen! And I don't believe it uses a new mapper, it may be a simple issue...
GreyRogue wrote:vanfanel wrote:@GreyRogue: any chance that Mario patched like this gets to work on the NES core?
https://www.romhacking.net/hacks/4180/
Currently it only shows a black screen. This may be the most awesome NES hack I have ever seen! And I don't believe it uses a new mapper, it may be a simple issue...
The hack uses mapper 24, which is one of the ones I just added. It seems to work for me. It should be in the next release if you aren't setup to build yourself.
Edit: Well...maybe works is the wrong word. It runs, but there appear to be issues. Is the hack confirmed to work on real hardware? There could be issues with the mapper as well.
GreyRogue wrote:GreyRogue wrote:vanfanel wrote:@GreyRogue: any chance that Mario patched like this gets to work on the NES core?
https://www.romhacking.net/hacks/4180/
Currently it only shows a black screen. This may be the most awesome NES hack I have ever seen! And I don't believe it uses a new mapper, it may be a simple issue...
berighteous wrote:I just downloaded the core and tried with a bunch of .NES roms that work in all my other emulators and I'm getting nothing. black or colorsed screen. Am I missing a bios file or something?
GreyRogue wrote:
Edit2: Just tried on my PowerPak and don't see the same issues. So either I missed something in connecting the mapper, or there's something else wrong with the main NES core.
vanfanel wrote:GreyRogue wrote:
Edit2: Just tried on my PowerPak and don't see the same issues. So either I missed something in connecting the mapper, or there's something else wrong with the main NES core.
Ow! So they use mapper 24 for this! And so convenient that you just added it... I hope it can eventually work. It's awesome to play Super Mario Bros. with a friend.
I though the main core was more or less "complete", lacking some mappers only.
GreyRogue wrote:Found it. Unofficial opcode 0xCB (AXS #i) is used by this hack. The microcode for the instruction in the CPU was incorrect. I fixed it, and the sprite issues I was seeing work correctly now. Running some test ROMs point to some potential issues with several other unofficial opcodes: 0x0B, 0x2B, 0x4B, 0x6B, 0xAB, 0x9C and 0x9E.
Fixed in my latest check-in.
Newsdee wrote:Would it be complex to allow larger ROM sizes?
There are some homebrew games that use MMC5 and more memory than commercial games, such as Legend of Link:
https://www.romhacking.net/hacks/2136/
These work on real hardware but only because they use a custom cart.
GreyRogue wrote:Saving will not work, as it doesn't use the typical save RAM address. I need to decide how to handle this (probably just change the mapper to match the others).
Jeebs wrote:Is it possible to add in options to remove Sprite limits for games that have bad flicker? I believe the PCE core has an option for extra sprites.
I've been working on adding in extra Palette options like Smooth FBX but I'm struggling with converting the 8bit Hex over to what looks like 5bit Hex in the video.sv file. Any suggestions?
Code: Select all
// FCEUX palette
wire [15:0] pal_fcelut[64] = '{
'h39ce, 'h4464, 'h5400, 'h4c08, 'h3811, 'h0815, 'h0014, 'h002f,
'h00a8, 'h0100, 'h0140, 'h08e0, 'h2ce3, 'h0000, 'h0000, 'h0000,
'h5ef7, 'h75c0, 'h74e4, 'h7810, 'h5c17, 'h2c1c, 'h00bb, 'h0539,
'h01d1, 'h0240, 'h02a0, 'h1e40, 'h4600, 'h0000, 'h0000, 'h0000,
'h7fff, 'h7ee7, 'h7e4b, 'h7e28, 'h7dfe, 'h59df, 'h31df, 'h1e7f,
'h1efe, 'h0b50, 'h2769, 'h4feb, 'h6fa0, 'h3def, 'h0000, 'h0000,
'h7fff, 'h7f95, 'h7f58, 'h7f3a, 'h7f1f, 'h6f1f, 'h5aff, 'h577f,
'h539f, 'h53fc, 'h5fd5, 'h67f6, 'h7bf3, 'h6318, 'h0000, 'h0000
};
GreyRogue wrote:I've been working on adding in extra Palette options like Smooth FBX but I'm struggling with converting the 8bit Hex over to what looks like 5bit Hex in the video.sv file. Any suggestions?
You mean like these:Code: Select all
// FCEUX palette
wire [15:0] pal_fcelut[64] = '{
'h39ce, 'h4464, 'h5400, 'h4c08, 'h3811, 'h0815, 'h0014, 'h002f,
'h00a8, 'h0100, 'h0140, 'h08e0, 'h2ce3, 'h0000, 'h0000, 'h0000,
'h5ef7, 'h75c0, 'h74e4, 'h7810, 'h5c17, 'h2c1c, 'h00bb, 'h0539,
'h01d1, 'h0240, 'h02a0, 'h1e40, 'h4600, 'h0000, 'h0000, 'h0000,
'h7fff, 'h7ee7, 'h7e4b, 'h7e28, 'h7dfe, 'h59df, 'h31df, 'h1e7f,
'h1efe, 'h0b50, 'h2769, 'h4feb, 'h6fa0, 'h3def, 'h0000, 'h0000,
'h7fff, 'h7f95, 'h7f58, 'h7f3a, 'h7f1f, 'h6f1f, 'h5aff, 'h577f,
'h539f, 'h53fc, 'h5fd5, 'h67f6, 'h7bf3, 'h6318, 'h0000, 'h0000
};
Those are 16 bit values. If the ones you have are 8 bit, just add two 0s to the end.
Edit: Technically, you could get more complicated than just appending 0s, but it will get you started.
Code: Select all
wire [4:0] vga_r = pixel_v[4:0];
wire [4:0] vga_g = pixel_v[9:5];
wire [4:0] vga_b = pixel_v[14:10];
Users browsing this forum: mmmonkey and 9 guests