11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: lexluthermiester on October 01, 2021, 09:42:12 PMFlips and Lunar IPS are my go to patchers, but I also tested with the RHDN online patcher and the MMC1 patch was still glitched.
Quote from: ShadowOne333 on October 01, 2021, 10:42:25 PMI think John and Feisty are referring to the MMC5 one.MMC1 it's known to glitch out on Everdrive due to the iNES 2.0 header.That's why I'm looking for someone that can make proper MMC1 reproductions to test the MMC1 version on a real PCB on real hardware.
Quote from: ShadowOne333 on September 29, 2021, 11:55:59 AMThis is why I want to ask if there are any reproduction makers following this hack, if they can make a proper test of the MMC1 version in a real NES with a reproduction/donor MMC1 board.
Quote from: Pleiades7 on October 02, 2021, 12:35:29 PMHey there... on a separate note. There was an early tree graphic, the once you first proposed, for the hidden bush you had to burn to get to a hidden dungeon, etc. It was SO much better than the one you chose by committee. Any chances you could give us graphic as an optional patch? If it is not too much work, would love that. Thank you!
Quote from: InAnotherCastle on October 02, 2021, 06:22:19 PMMy goal was to make a cart of this hack once done testing the MMC5 version. And this was only the target because the MMC1 one failed in testing As far as I know there are no official 32kb CHR RAM boards for MMC1, so I'll check if I have any MMC1 donor boards which would be suitable for such an experiment.
Quote from: ShadowOne333 on October 02, 2021, 06:48:01 PMIf you please can, that'd be awesome!But what did you mean by "the MMC1 failed in testing"?How did you test that one?Afaik, any MMC1 board should work.I'm intrigued by what comes out of your tests.
Quote from: InAnotherCastle on October 03, 2021, 08:44:16 AMWell, more or less what was written about here is what I experienced. Ie. I tested with an Everdrive and concluded that the MMC1 version would not work on real hardware. Anyway. I should be able to do a quick test soon using an AX5904 repro board. Found a 256kbit SRAM salvaged from a SNES game. If it doesn't work with the pirate chip I'll look for a real MMC1 donor board.October 03, 2021, 09:46:19 AM - (Auto Merged - Double Posts are not allowed before 7 days.)First follow up:The missing graphics etc. are working on real hardware using 256kbit SRAM, a clone MMC1 in a variant of the SNROM configuration.I did a bunch of quick runs. There's always glitching on startup before the welcome screen animation starts, a crash upon exiting the first cave happened once, and saving doesn't always work. But this might be because of the wiring and/or socketed chips on the repro test board not making solid connections.Anyway. The graphics glitching I experienced with the MMC1 v2.0 patch on an EverDrive were not present. I'll be testing more.
Quote from: Fiskbit on October 03, 2021, 03:34:41 PMJust to clarify, Everdrive is not real hardware; it emulates cartridge hardware (mappers, boards) just as an emulator does. The MMC1 version of the hack is relying on an unusual cartridge configuration, and emulators that don't supply the resources requested by the NES 2.0 header (32 KB of CHR-RAM, in this case) will cause the animation to break.I've sent ShadowOne an updated version of the animation code that tests whether at least 32 KB of CHR-RAM is available. If not, it disables animation, allowing the game to still be playable.
//***********************************************************// Save hearts to SRAM//*********************************************************** // RAM $066F is the amount of hearts obtained and filled// Hearts are separated in nibbles:// 1st: 1111 -> F = 16 hearts / Max amount of hearts (0 = 1 heart)// 2nd: 1111 -> F = Fill all 16 hearts (0 = 1 heart filled)// Address $6032 is where the game stores the current amount of hearts obtained in SRAM for Slot 1// $6032 - Slot 1// $605A - Slot 2// $6082 - Slot 3// FREE RANGES: // Bank 2: 8F6F-900F, 9BE7-9D0F, A840-A86F, A8EA-A90F// Bank 5: 145DA-1460F, 153EC-1540F, 15BE8-15F0F (OW columns, ruppe code begin at 15F10 and ends at 15FAC), 16CB0-16D0Fbank 2;// Routine in charge of loading the hearts at File startorg $A606 // 0x0A616 lda.b ($00),y // Loads hearts value from SRAM ($6032-5A-82) sta.w $0657,y // Stores table from SRAM (gets to $066F) dey// ???org $A6C6 // 0x0A6D6 lda.w $0657,y // Grabs the value from $066F, RAM Location sta.b ($C0),y // Stores it from $68B0?, SRAM Location // ???org $A6F3 // 0x0A703 lda.w $066F // Load RAM $066F (Hearts) and.b #$F0 // Compare to value #$F0 pha // Push to stack lsr // Left shift lsr lsr lsr sta.b $0A // Stores in RAM $0A pla ora.b $0A // Or $0A sta.w $066F // Store in RAM $066F (Hearts) lda.b #$FF // Load value #$FF sta.w $0670 // Store $FF in "Partial hearts" address// ???org $A819 // 0x0A829org $A827 // 0x0A837 lda.w $066F,y // Load table from RAM $066F sta.b ($C0),y // Stores it from $0650?, SRAM Location bank 5;// Routine in charge of saving hearts on manual save or game overorg $8B6D // 0x14B7D lda.w $066F // Load Hearts address and.b $F0 // Compare with #$F0 ora.b #$02 // Set default value to #$02? sta.w $066F // Store in address $066F (Hearts) lda.b #$FF // Load value #$FF sta.w $0670 // Store $FF in "Partial hearts" address // Jump to $EBA3 (close routine?)
Quote from: ShadowOne333 on October 04, 2021, 01:07:13 PMThat's really good news tbh.This means that actually the hack does work in real hardware through a proper MMC1 board, just like Fiskbit mentions below, and that the issue many have been experiencing has to do with the Everdrive not handling 8+kB of CHR-RAM for games with iNES 2.0 headers.This seems like a note-worthy issue report for the Everdrive developers, if anyone can redirect this issue to them, hopefully they can fix it with an update (if the flashcart can be updated that is).Best of luck with checking the wiring, hopefully it's only just a fluke or something small that's causing the other issues you have experienced.
Quote from: netux on October 08, 2021, 06:25:46 PMThe last patch seems to work correctly for MMC1 without animation in Nestopia. I also tried the original HUD patch and within the Dungeons it also restores the LEVEL-? text on the HUD... is that the expected behavior?
Quote from: Cyneprepou4uk on October 08, 2021, 08:44:33 PMBesides that saving hearth amount and copy/erase saves, is there anything else you would like to do? Or do you think that your hack is basically perfect the way it is now?
Quote from: ShadowOne333 on October 08, 2021, 12:15:45 PMThanks to Fiskbit's help and feedback, the Animation code (including Automap and Visible Secrets) have been modified so that emulators and flashcarts that do not have compatibility or support for games that use MMC1 with CHR-RAM banks above 8kB will disable the animation in-game.That way people can still enjoy Zelda 1 Redux MMC1 without graphical corruptions.This is still a beta patch, so consider it as such and do mention if there are any bugs.For emulators and flashcarts (if there are any) that DO support 32kB of CHR-RAM, the game should have its animation working properly, as it was before.I tested this in both FCEUX (both with Animation and Animation Disabled), Mesen and in Nestopia, and it seems to work from the few minutes I tested it in all of them.Here's the MMC1 beta patch:https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/raw/master/MMC1/patches/Zelda1_Redux.ips
Quote from: dobole on November 02, 2021, 08:42:01 PMIve had some issues playing with both the MMC1 and MMC5 versions, and using the FCEUX and Mesen emulators.First, the title screen is very pink, and some sprites are chopped off. More importantly, the game freezes if I enter any cave.I havent seen anyone else talk about these issues, so some help would be appreciated.
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