PowerPak Save State Mappers

13

Comments

  • It's funny that some PP have particular problems. A past problem was Cristalys, in mine it worked perfectly, but for some it was glitchy. I think this is now fixed for all.
  • I believe loopy said that was from MMC3 not being able to disable wram, which made Crystalis glitchy somehow.
  • Originally posted by: 3GenGames

    I believe loopy said that was from MMC3 not being able to disable wram, which made Crystalis glitchy somehow.

    yeah isn't that mapper programming?  Also might depend what model nes/famicom you're running it on.  My famicom certainly isn't factory.
  • Originally posted by: Drakon

    Originally posted by: 3GenGames

    I believe loopy said that was from MMC3 not being able to disable wram, which made Crystalis glitchy somehow.

    yeah isn't that mapper programming?  Also might depend what model nes/famicom you're running it on.  My famicom certainly isn't factory.

    Yeah but that shouldn't matter, as it still uses Nintendo parts and 3rd brand/your own parts to put it together, it shouldn't matter if you did it right. And yeah it is, sort of. The only thing I know about that pretty much is you program them in Verilog for the FPGA. Loopy has tutorials for that on his site, too.
  • Hmm, the official Retrozone ones never seemed to get Crystalis fixed for my Power Pack NES (the one that came with the Power Pad). It does appear there are hardware differences that can cause MMC3 to not work properly (so it is good to hear you did a new one, it may be what sets everything right). I had found IPS patches for Paperboy and other games before. Nice to know they are no longer needed. I went out and bought a used NES that didn't glitch graphically on Crystalis (they let me test it). Still won't save with the official 134 MMC3, though, had to step it back to the 120 version, and then I noticed the status screen was shaking for some reason. Oh well, it IS playable at least, but I definitely need to play around with some of these unofficial versions of the MMC3 mapper and see if they fix it. Sounds like much has been implemented since the official release. Anyway, now I have 2 versions of the hardware to test with (3 counting the Dr. PC Jr., which I haven't even tried it with yet). I'll have to check this NG3 thing out, see which system it likes and/or does not like and get back to you. Maybe it can help pinpoint the issue.
  • Wow, weird one system has the problem and the other doesn't, but the shaking and glitching was supposed to be fixed in Loopy's mappers, but in 1.33 broke. They should be good to go from here:



    http://home.comcast.net/~olimar/NES/



    But still strange how it worked on one system. Oh well. Good luck.
  • Originally posted by: 3GenGames

    Wow, weird one system has the problem and the other doesn't, but the shaking and glitching was supposed to be fixed in Loopy's mappers, but in 1.33 broke. They should be good to go from here:



    http://home.comcast.net/~olimar/NES/



    But still strange how it worked on one system. Oh well. Good luck.

    If you look back at forum threads from when the PowerPak first came out there was lots of people complaining that theirs was having glitches with certain games while others had no problems. It seemed as though some NES had issues with the PowerPak, a resistor mod was created to fix it. Bunny offered a recall and a resistor block to fix this and a new revision of the PowerPak was created.

    It could be comparable to the issue we are having in another thread, Mario Adventure. I can get it to work on some revisions of TK-ROM and not others, this example is a lot closer to original hardware use.
  • You mean Mario Adventure? And the Crystalis glitch wouldn't make the mappers bad though, although that could be some of the glitches you'd still have I guess.
  • Originally posted by: Chaos77

    Hmm, the official Retrozone ones never seemed to get Crystalis fixed for my Power Pack NES (the one that came with the Power Pad). It does appear there are hardware differences that can cause MMC3 to not work properly (so it is good to hear you did a new one, it may be what sets everything right). I had found IPS patches for Paperboy and other games before. Nice to know they are no longer needed. I went out and bought a used NES that didn't glitch graphically on Crystalis (they let me test it). Still won't save with the official 134 MMC3, though, had to step it back to the 120 version, and then I noticed the status screen was shaking for some reason. Oh well, it IS playable at least, but I definitely need to play around with some of these unofficial versions of the MMC3 mapper and see if they fix it. Sounds like much has been implemented since the official release. Anyway, now I have 2 versions of the hardware to test with (3 counting the Dr. PC Jr., which I haven't even tried it with yet). I'll have to check this NG3 thing out, see which system it likes and/or does not like and get back to you. Maybe it can help pinpoint the issue.

    That's one of the longest paragraphs I've ever seen....If you added gaps in between I might actually read all of this

  • Originally posted by: Drakon

    Originally posted by: Chaos77

    Hmm, the official Retrozone ones never seemed to get Crystalis fixed for my Power Pack NES (the one that came with the Power Pad). It does appear there are hardware differences that can cause MMC3 to not work properly (so it is good to hear you did a new one, it may be what sets everything right). I had found IPS patches for Paperboy and other games before. Nice to know they are no longer needed. I went out and bought a used NES that didn't glitch graphically on Crystalis (they let me test it). Still won't save with the official 134 MMC3, though, had to step it back to the 120 version, and then I noticed the status screen was shaking for some reason. Oh well, it IS playable at least, but I definitely need to play around with some of these unofficial versions of the MMC3 mapper and see if they fix it. Sounds like much has been implemented since the official release. Anyway, now I have 2 versions of the hardware to test with (3 counting the Dr. PC Jr., which I haven't even tried it with yet). I'll have to check this NG3 thing out, see which system it likes and/or does not like and get back to you. Maybe it can help pinpoint the issue.

    That's one of the longest paragraphs I've ever seen....If you added gaps in between I might actually read all of this


    Sounds like something someone at NESDev would say.

    HaHaaaa!!!!


  • Originally posted by: marvelus10

    Sounds like something someone at NESDev would say.

    HaHaaaa!!!!



    The top members like Tepples, Memblers, TheFox, DWedit all come on here. I don't think we want to be insulting them.

    I'm sure they'd of not said that, BTW. It usually stays on topic of development and strays off slightly for each post it gets.
  • v1.4.2 released. There will not be any new releases in the near future, unless some critical bug surfaces.



    Download: http://kkfos.aspekt.fi/downloads/save-state-mappers-1.4.2.zip



    Changes:

    * MMC3 IRQ fixed (hopefully once and for all).

    * Fixed saving in games with 16K PRG (Excitebike, etc).

    * A lot of bugs fixed from saving/loading in general.

    * Added an option to skip the menu by holding down A before it is shown.

    Special thanks to Travis Miniard for extensive beta testing and bug reports!
  • Originally posted by: thefox

    v1.4.2 released. There will not be any new releases in the near future, unless some critical bug surfaces.

    Download: http://kkfos.aspekt.fi/downloads/save-state-mappers-1.4.2.zip

    Changes:
    * MMC3 IRQ fixed (hopefully once and for all).
    * Fixed saving in games with 16K PRG (Excitebike, etc).
    * A lot of bugs fixed from saving/loading in general.
    * Added an option to skip the menu by holding down A before it is shown.

    Special thanks to Travis Miniard for extensive beta testing and bug reports!

    okay lets see if this crashes ninja gaiden!

  • ninja gaiden intro cutscene still freezes.  It display like 2 very short pictures of that girl then froze.  Froze before it says "tecmo presents"

    For anyone who's interested I opened up my powerpak.  It's pcb revision E....copyright 7/18/07.....2007 haha

  • Originally posted by: Drakon

    ninja gaiden intro cutscene still freezes.  It display like 2 very short pictures of that girl then froze.  Froze before it says "tecmo presents"


    Very strange. I never would've thought there could be this much variation between systems.
  • I'll try them too, please hold
  • Originally posted by: 3GenGames

    Originally posted by: marvelus10

    Sounds like something someone at NESDev would say.

    HaHaaaa!!!!



    The top members like Tepples, Memblers, TheFox, DWedit all come on here. I don't think we want to be insulting them.

    I'm sure they'd of not said that, BTW. It usually stays on topic of development and strays off slightly for each post it gets.


    Drakon wrote about being upset with the treatment he received over at NESDev, then goes and insults someones paragraph, I was making a point. I will make it a little clearer.

    IF YOU CANT TAKE IT DON'T DISH IT OUT.


  • Originally posted by: thefox

    Originally posted by: Drakon

    ninja gaiden intro cutscene still freezes.  It display like 2 very short pictures of that girl then froze.  Froze before it says "tecmo presents"


    Very strange. I never would've thought there could be this much variation between systems.


    I don't beleive there is.

    Drakon, video footage or it didn't happen.................
  • Originally posted by: marvelus10

    Originally posted by: thefox

    Originally posted by: Drakon

    ninja gaiden intro cutscene still freezes.  It display like 2 very short pictures of that girl then froze.  Froze before it says "tecmo presents"


    Very strange. I never would've thought there could be this much variation between systems.


    I don't beleive there is.

    Drakon, video footage or it didn't happen.................


    seriously?  Why does the internet never trust me....okay gimma a bit to record

    *edit* okay it's working now with 1.4.2 for some reason....I wonder if I copied the other mappers by accident before?  Anyway way to go kalle for fixing this!

  • Originally posted by: Drakon
    *edit* okay it's working now with 1.4.2 for some reason....I wonder if I copied the other mappers by accident before?  Anyway way to go kalle for fixing this!


    Glad to hear that!
  • I found a new glitch (doh). In both regular mario 3 and mario adventure I sometimes get a wall tile turning into a piece of...water......It's easier to come across this glitch in mario adventure since the game has more wall tiles all over the place. I ignored the glitch until I noticed it happens with regular mario 3 as well. I switched back to the 1.3.3 mappers and the problem became fixed. Whatever 1.3.3 is fine for me
  • Im starting to wonder if all your problems have arisen due to the fact you run your games on a heavily modded NES console. Very few people have an NES quite like yours and I doubt anyone is working on mappers on an emu or system with those features either.
  • Originally posted by: Drakon

    I found a new glitch (doh). In both regular mario 3 and mario adventure I sometimes get a wall tile turning into a piece of...water......It's easier to come across this glitch in mario adventure since the game has more wall tiles all over the place. I ignored the glitch until I noticed it happens with regular mario 3 as well. I switched back to the 1.3.3 mappers and the problem became fixed. Whatever 1.3.3 is fine for me

    I'm sorry but this just isn't enough information for me to fix anything. In general, if I can't reproduce the problem, it's hard to go about fixing it.

    But yeah, feel free to use MAP04.MAP from 1.3.3 if that works for you. It's still a good idea to take all the other mappers from 1.4.2, as it has some fixes 1.3.3 doesn't.

  • Originally posted by: marvelus10

    Im starting to wonder if all your problems have arisen due to the fact you run your games on a heavily modded NES console. Very few people have an NES quite like yours and I doubt anyone is working on mappers on an emu or system with those features either.


    yeah that could be it.  All I know is that the 1.3.3 mappers work perfectly fine for me.  The mario 3 problem was random I could scroll a tile off the screen go into a pipe or something then come back and the tile would suddenly be normal again instead of being water.
  • question...would it be possible to take the savestate data on the powerpak from using your mappers and find a way to get an emulator to load the savestate?
  • Originally posted by: Drakon

    question...would it be possible to take the savestate data on the powerpak from using your mappers and find a way to get an emulator to load the savestate?

    Yes, it's theoretically possible. I've modified Nintendulator to load such a save state for testing, but it doesn't have a GUI or anything. It's in NintendulatorDX, but the code has to be recompiled to actually use it. I could maybe document the save state file format some day.

    ---

    In other news, here's one "final" version of the mappers. This changes a very small detail in MMC3 IRQ timing, Drakon, you could try one more time if this fixes the problem you were having: http://kkfos.aspekt.fi/downloads/save-state-mappers-1.4.3.zip
  • Originally posted by: thefox

    Originally posted by: Drakon

    question...would it be possible to take the savestate data on the powerpak from using your mappers and find a way to get an emulator to load the savestate?

    Yes, it's theoretically possible. I've modified Nintendulator to load such a save state for testing, but it doesn't have a GUI or anything. It's in NintendulatorDX, but the code has to be recompiled to actually use it. I could maybe document the save state file format some day.

    ---

    In other news, here's one "final" version of the mappers. This changes a very small detail in MMC3 IRQ timing, Drakon, you could try one more time if this fixes the problem you were having: http://kkfos.aspekt.fi/downloads/save-state-mappers-1.4.3.zip

    actually 1.4.2 stopped giving me trouble.  I have no idea why.  But I'm certainly try this.
  • Please do test it Drakon. 1.4.2 had forced me to go back to 1.3.3 as well, though for different reasons. The 1.4.3 changes arose from errors I had with 1.4.2 on my stock Power Pack NES (the one that came with the Power Pad). It worked fine on my Action Pack one (the one that just came with SMB + Duck Hunt) but was causing serious graphics glitches in Crystalis, SMB3, and NG3 on the other one.



    Kalle was kind enough to send me a link to 5 alternate versions to test, and we've settled on number 4 because it works on all of our NES units well and seems to have a slightly reduced degree of side-of-the-screen flicker (maybe less than the real SMB3 cart even). So far I have noticed no problems with this latest version (I even tried to create some by dragging out my Dr. PC Jr. and Super Joy III, since the Powerpak is known to have issues with clone hardware, but it even liked my PoS NES-on-a-chip).



    Since you seem to have a "sensitive" system yourself, if it works for you, I think Kalle can safely say he has an MMC3 that works perfectly on most, if not all, original hardware (and many clones probably as well). He easily has most accurate one, and it is the only one that liked my old Crystalis save made with 1.20 mappers -- for some reason the beta and Loopy mappers could not load it correctly (though maybe they can now, since it's been updated while playing with these new mappers).



    Off Topic: Finally beat Crystalis. I must say that final area was insane. I mean, I must have used enough lightning to kill off the entire human race just getting to the top of that tower. Fortunately I took plenty of Magic Rings... on my second attempt, lol.
  • k I loaded 1.4.3 mario 3 ran fine, so did crystalis mario adventure and the ninja gaiden 3 intro. Guess it's working.
  • v1.5 is out. Download from here.



    * Minor sound register initialization issue fixed (affected Megaman 1 and 2).

    * Added SUROM support to MMC1 (fixes Dragon Warrior 3 and 4).

    * Changed soft reset behavior (Start+A+B) so that if the buttons are held down for less than a couple of seconds, it resets the game (i.e. goes to the Save State Mappers menu) instead of going to the PowerPak menu. Screen turns red to indicate when the buttons have been held down long enough.

    * Fixed the DPCM controller corruption problem which affected the NTSC NES (and Famicom), so turbo can be used in games that use DPCM samples, such as Contra, Batman, etc.
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