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Author Topic: NESpire general discussion thread -  (Read 25276 times) Bookmark and Share
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Goplat
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« Reply #345 on: 03 February, 2012, 21:58:10 »
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ERROR: unimplemented mapper
Guess I had better explain this. The NES hardware only provided 32kB of memory space for program ROM and 8kB for character ROM. This wasn't enough for most games, so to overcome these limits they would add hardware in the cartridge, called a "mapper", that the game could use to map different parts of ROM (and sometimes RAM) into memory. Some mappers would have other functions as well.

There are over 100 different kinds of mappers that have been used, and some are very complicated, so being able to emulate every one of them is a tall order. I've implemented only a few of the most common ones.
« Last Edit: 03 February, 2012, 21:59:46 by Goplat » Logged

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« Reply #346 on: 04 February, 2012, 08:24:45 »
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Would there be any chance of the American Video Entertainment's (79) mapper to be supported in a future release. Support for their hearty Solitaire/Blackjack engine would be great, as well as various minor games such as Impossible Mission-II, Dudes with Attitude, etc...

The current release is amazing, If I may add. Keep up the good work, Goplat.
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« Reply #347 on: 06 February, 2012, 01:24:56 »
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Just added support for Ndless file associations. Also added a workaround for the Sonic the Hedgehog $2002 issue (turns out some other games have the problem too).

Would there be any chance of the American Video Entertainment's (79) mapper to be supported in a future release
I'd need to make it possible for mappers to hook reads/writes to 4000-7FFF addresses, right now the mapper is only called when writing to 8000-FFFF.


* NESpire_031.zip (31.51 KB - downloaded 131 times.)
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« Reply #348 on: 06 February, 2012, 05:33:21 »
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ERROR: unimplemented mapper
Guess I had better explain this. The NES hardware only provided 32kB of memory space for program ROM and 8kB for character ROM. This wasn't enough for most games, so to overcome these limits they would add hardware in the cartridge, called a "mapper", that the game could use to map different parts of ROM (and sometimes RAM) into memory. Some mappers would have other functions as well.

There are over 100 different kinds of mappers that have been used, and some are very complicated, so being able to emulate every one of them is a tall order. I've implemented only a few of the most common ones.
please implement the one in super mario bros 2 the lost levels (I love this game and want to play it on my nspire)
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« Reply #349 on: 06 February, 2012, 15:29:30 »
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It's different from the Original SMB? Huh? I kind of figured they were the exact same game, except that Lost levels had different level data (and a new effect or two (IE wind).
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« Reply #350 on: 07 February, 2012, 02:02:51 »
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no. Lost Levels are made for pro players.
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« Reply #351 on: 07 February, 2012, 15:16:32 »
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Yea, I know. I just figured the engine would be nearly identical.
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« Reply #352 on: 07 February, 2012, 17:46:30 »
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The Japanese Super Mario Bros. 2 (aka "Lost Levels") was for the Famicom Disk System add-on, which was a lot more than just a mapper.
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« Reply #353 on: 08 February, 2012, 02:58:31 »
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Ah, wow. I did not know that. Cheesy
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« Reply #354 on: 07 March, 2012, 06:48:49 »
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I tried to get Earthbound 1 on my TI - nSpire CAS w/ Touchpad. It has ndless 3.1 and NESulator (The NES emulator). But it says "Error: not an NES file". Please someone help? Step-by-step instructions would help a bunch!
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« Reply #355 on: 07 March, 2012, 08:52:21 »
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that is a snes game
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« Reply #356 on: 07 March, 2012, 09:04:03 »
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Hi and welcome to the forums. Right now this emulator only supports NES games, not SNES. You could try Mother 1/Earthbound 0 though.
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« Reply #357 on: 07 April, 2012, 22:44:09 »
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I know it's necroposting and everything, but at least save states in NESpire will be nice to have.
iirc, save state is just the copy of the instant memory, right?
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« Reply #358 on: 08 April, 2012, 01:19:35 »
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I know it's necroposting and everything, but at least save states in NESpire will be nice to have.
iirc, save state is just the copy of the instant memory, right?
That's true. Since Super Mario 3 doesn't save (idk how a least) I always hav to start over.
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« Reply #359 on: 25 April, 2012, 04:35:46 »
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Double post since it's been a long time Tongue

For Dragon Warrior III, I used the 'S' to save.  When I looked up the game, it is supposedly a battery-backed save game (unless I saw wrong).
How come the save can't be accessed or the game doesn't read it?
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