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Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
Link to video I put together a mapper30 board (this one) and started verifying some of the related homebrews. So far 3/3 worked. I'll be punching out the remaining ones this weekend. This should put us around 470 verified TASes. I'm still trying to push for 500 by year end.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
Mapper30 testing was pretty successful, only 1 game I tried didn't work (nightmare on elm street) due to RNG desyncs. I don't really have the time right now to dig into the code and figure out why, so I just set it aside and moved on. After catching up on a few recent publications, Mighty Bomb Jack and SMB max score, we are now at 471 verified TASes. Right now the biggest source of quick verifications are all the Mega Man ROM hacks, but I only have Mega Man 6 (U) currently which doesn't help. Other notes: Vs. Air Man - graphical glitches on my dev board, is CNROM so maybe missing bus conflicts but haven't looked into it. Astral World - needs FME7, which is available in Return of the Joker but needs a custom dev board Rohrleitung Gate - needs VRC7 (and a Famicom) EDIT: Wordle - relies on uninitialized RAM, doesn't work on my console I think that's all for now. I'm hopeful steady progress can continue at least up to 480 verifications.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
I was able to console verify Famidash: Link to video This one is interesting because this game uses MMC3 with 4 screen mirroring. There isn't an existing dev board for this, so I decided to design it myself (with a little help from lidnariq at nesdev) and after a few iterations it works! I used easy EDA to design the pcb, which is pretty easy to use and has a library of parts including for the NES (even though one of them had an error which I didn't catch and caused glitches in my first board.) It's aslo pretty cheap to get the pcb's made, I was able to get them for less than the cost of a typical NES or GBA game, we really live in the future! I'll hopefully verify the other Famidash runs this week, though I won't leave my NES on for 10 days for the all levels one. Now that this experiment is a success, I plan to make a few other boards as well. The first one is SXROM, which is needed for Nova the Squirrel.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
I verified most of the Famidash runs, and I got in my SXROM board and was able to verify the 2 runs of Nova the Squirrel: Link to video My board doesn't have a battery so I had to do the World 6 run from a rest to keep the SRAM set, but good enough. I have an MMC2 board as well so once I have time to put it together I can try the Punch Out ROM hacks. 486 runs verified, 14 to go to 500.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
Over the past coupe of months I've been slowly working on a new C++ version of NESHawk, and I'm finally starting to see some results. The above screenshot is from the Castlevania III TAS I console verified a while ago working in the new core. The movie file that goes with it doesn't actually sync in any existing BizHawk version, and since I deleted my old research builds a while ago, it was actually orphaned with nothing that could run it. I had tried a C++ port some years ago, but it was limited and wasn't really in a workable state. This new version incorporates what I learned from GBAHawk development, so is much better organized. All the basics work like controller selection, audio, and save states, as well as other tools like hex editor and PPU viewer. A lot of things are also removed to simplify the process, like PAL, FDS, famicom and unisystem specific code, and cheats, but I consider this purely for my own console verification work so it really only needs to replicate my personal NES. The goal is to completely reorganize everything so that all operations are internally consistent and consist with NESDev documentation. I already fixed the ppu core, which was off by 1 in both cycle and scanline definition. I have read and write execution on the cpu side almost fixed, but the existing code is quite messy and it is a painstaking process. Once the groundwork is done I can hopefully finally fix Batman as well as OneHundredthCoin's tests and a few other outstanding issues.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
Making slow progress here still. I finally got a proper phase outcome in the reset state detect test, without breaking anything else in the process. I don't plan to try to emulate all 4 different phases, so this one is done. Now I can move on to the next phase of ppu work which is overhauling the VRAM address bus code to match NESDev documentation.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (4379)
Location: US
Joined: 11/30/2014
Posts: 2915
Location: US
Link to video My TAStm32 broke recently (and I broke it even worse trying to fix it) but thanks to DwangoAC I have a new one and can verify NES / SNES again. I gave it a test run with this simple Mario hack that was published recently to make sure it works with my existing process and seems good, so now I can try some Super Mario World ROM Hacks. I also tried the game Cybercoaster but it crashes on my cart, not sure why though. EDIT: It crashes because the game only works with MMC3 chips with new style IRQ's but evidently the one in my cart is old style.
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