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Add HQ2x back with new video mixer.
Gehstock wrote:Add HQ2x back with new video mixer.
jotego wrote:About the mappers... is it possible to just run a program on the PC to get the mappers of all available NES cartridges?
vebxenon wrote:
Here is a list of all available mappers:
https://wiki.nesdev.com/w/index.php/List_of_mappers
https://wiki.nesdev.com/w/index.php/Mapper
jotego wrote:vebxenon wrote:
Here is a list of all available mappers:
https://wiki.nesdev.com/w/index.php/List_of_mappers
https://wiki.nesdev.com/w/index.php/Mapper
Let me see if I understand this issue:
-There were different ways of connecting chips inside each game cartridge.
-The cartridges received all signals from the NES and then had their own decoding logic, which is called a "mapper"
-The problem is that we only have support for some of these mappers
-We can identify the mapper to use by looking at some ROM header, because that gives us a clue about the game title (and thus the cartridge contents)
-What we need is someone to finish adding the missing mappers. There is no research work to be done. Mappers are well known. It is just a matter of writing the code.
Is that the situation?
vebxenon wrote:New release by Sorgelig, nes_20170206.rbf:
https://github.com/sorgelig/NES_MIST/tr ... r/releases
sebdel wrote:
The header actually contains detailed information about the ROM, like the mapper ID and its capabilities (backuped RAM, ROM, additional VRAM, etc). The problem is that a lot of ROMs out there are pirated versions that were running on custom cartridges/mappers. Sometime it's a huge effort to implement a mapper that is only used by a couple of games. So it's a trade-off.
In my opinion, it would be way more valuable to work on supporting backuped RAM. It was the way NES games could store data on the cartridges. Without that, you cannot save at all in RPGs for example. Even better, someone could implement save states
jotego wrote:I suppose then that emulators do implement all these hearders then, right?
Implementing too many headers on an FPGA may not be possible because of timing constraints. Each new header makes the memory selection lines more complex and we will eventually hit a hard limit. Whether the limit is far enough to support all possible headers or not, I cannot know right now.
Atmosfear wrote:Gradius II uses Mapper 25 aka Konami VRC4. Looks like this mapper is not supported by the MiST.
lips2k15 wrote:Has anybody got any idea why wonder land dizzy dosnt work? Or how to fix it?
lips2k15 wrote:thanks I have had a tinker and my rom is the same as the one you have provided - and i have discovered the issue too... it dosnt like being loaded after another rom!! if its the first rom you load after starting the nes core it runs perfectly however if you try and run it after playing something else you get some right crazy results!!! So i conclude that the nes core isnt fully resetting when a new rom is loaded?
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