I have seen one topic on each game but none said how they could be made?
has any one got them working with an eprom cart?
if so how if?
Mario adventure doesn't work on hardware or accurate emulators.
Dwedit wrote:
Mario adventure doesn't work on hardware or accurate emulators.
It doesn't work on Nintendo boards, but I can see how it could be modified to work on a modified MMC3 clone that uses a divide-by-42 counter on A12.
tepples wrote:
I can see how it could be modified to work on a modified MMC3 clone that uses a divide-by-42 counter on A12.
Does anyone know if any commercial MMC3 games break the scanline counter's rules on purpose (i.e. make the scanline counter function differently than intended on purpose)? If there isn't any, it would be really cool if someone could make an MMC3 clone without those limitations, which would be more flexible than the original mapper but still be compatible with games made for it.
Quote:
It doesn't work on Nintendo boards, but I can see how it could be modified to work on a modified MMC3 clone that uses a divide-by-42 counter on A12.
You mean like
this guy is doing?
Quote:
This game also requires a special hardware modification to work. There's an extra 7$ charge to cover this modification.
tokumaru wrote:
tepples wrote:
I can see how it could be modified to work on a modified MMC3 clone that uses a divide-by-42 counter on A12.
Does anyone know if any commercial MMC3 games break the scanline counter's rules on purpose.
I think Armadillo did. I'm not sure exactly tough.
It must work on nintendo boards as nes repros are looking for a tsrom donor... and look at hacked section on thenesdump.com They also say that it's tsrom?
There must be a way without using a modified MMC3 clone, where can you even get MMC3 clones?
Quote:
It must work on nintendo boards as nes repros are looking for a tsrom donor... and look at hacked section on thenesdump.com They also say that it's tsrom?
There must be a way without using a modified MMC3 clone, where can you even get MMC3 clones?
Like I said in my previous post, he also says this:
Quote:
This game also requires a special hardware modification to work. There's an extra 7$ charge to cover this modification.
What could that mean?
by any chance has anyone ever bought a Mario adventure off him?
Mario Adventure can be done on real hardware,has it
http://www.gamereproductions.com has it
Tormenter wrote:
Mario Adventure can be done on real hardware,has it
http://www.gamereproductions.com has it
I just email him, Ill tell you what he comes back with!
pivotman wrote:
It must work on nintendo boards as nes repros are looking for a tsrom donor... and look at hacked section on thenesdump.com They also say that it's tsrom?
There must be a way without using a modified MMC3 clone, where can you even get MMC3 clones?
It sounds to me like they are modifying official MMC3 boards to do IRQs differently than normal. You still need an official MMC3 board as the only place you'd find a cloned MMC3 is from China, and even then you need a MMC3 without the scanline counter defect.
If someone did come up with a MMC3 mod that fixed it, perhaps that Gradius 2 MMC3 hack would work better as the MMC3 scanline counter wouldn't be such a problem.
why don't we just order one and find out. If someone would like I would be willing to dump the cart to check for software differences and then take it apart and check for additional hardware, if its a PIC or something in there I could attempt to unlock (assuming it is locked) and dump it but there is a good chance I would fail at that.
So what would some possible hardware mods that would work be? Could it be as simple as adding a cap or something?
Even an MMC3 clone with the scanline counter defect would work with its /IRQ line disconnected if the IRQ logic would fit in a separate CPLD with access to the same signals. This could involve dividing PPU A13 by 42, dividing M2 by 113.667 like Konami boards do, or other approaches that you'll probably think of and describe below. A Schmitt trigger or something to smooth the A12 line going into the MMC3 wouldn't work because it needs accurate A12 to find which bank number to output.
Hey the guy from then nes dump said that it is a special rom made by the guy at nes repros.
I have asked him to send it to me, but im waiting on a reply.
He also said that you have to add a new ram chip thats a faster speed.
I asked him for the part number.
but other wise it is normal tsrom wiring.
He didn't say any thing about modding the mmc3.
Ill keep you guys up dated.
Finally I bring you how to make mario adventure.
First you need the new patch download it here:
http://www.megaupload.com/?d=VRGC9MF5
It's a normal tsrom wiring but you have to replace the sram!
The new sram is a
5864PN-15L sony chip
I have not tested it out yet as im waiting for that sram to ship,
but if you do test it out post your result.
not cool bud, we don't link to ROM's here, make an isp patch from the orginal Mario adventure hack if you want to post it.
peppers wrote:
not cool bud, we don't link to ROM's here, make an isp patch from the orginal Mario adventure hack
Sorry didn't know, How do you make a patch?
Ok you can download the patch here
http://www.megaupload.com/?d=VRGC9MF5
Thanks for that Peppers
What does this Sony memory have that's so special, and why does the game need it?
tokumaru wrote:
What does this Sony memory have that's so special, and why does the game need it?
It's a different speed, Other then take nothing.
I don't know if you 100% need it for the game to work, as i said i haven't tested it yet.
I don't think the game can access RAM at faster speeds, since the console is still clocked at the same frequency. This chip replacement is sounding really weird to me.
tokumaru wrote:
I don't think the game can access RAM at faster speeds, since the console is still clocked at the same frequency. This chip replacement is sounding really weird to me.
Im just passing on what the guy from the nes dump said.
He did say that it was required.
Wasn't the original problem because of sprites mucking up the scanline counter?
I guess one of us could try it in the power pac and see how it dose. the pp should have differint RAM
It works I have tried it, the only difference I could find in using the new RAM chip is that it runs faster at 150ns. I cant tell you why or how I don't know enough about it, but I assure you it works.
The patched ROM doesn't work with the PowerPak. At least not with my setup (PAL NES, PP boot ROM 1.00, mappers 1.33B1).
I can hear the music playing, but the screen is completely black.
marvelus10 wrote:
It works I have tried it, the only difference I could find in using the new RAM chip is that it runs faster at 150ns. I cant tell you why or how I don't know enough about it, but I assure you it works.
Did you also try it with the stock SRAM before swaping it out for the new SRAM?
the CHR RAM gets swaped, this game dose not even have S-RAM.
edit: btw not working in US console with PP
nintendo2600 wrote:
marvelus10 wrote:
It works I have tried it, the only difference I could find in using the new RAM chip is that it runs faster at 150ns. I cant tell you why or how I don't know enough about it, but I assure you it works.
Did you also try it with the stock SRAM before swaping it out for the new SRAM?
Yes I did it will get the opening screen with accelerated sound then crash when you go to the level select screen.
Anyone got it working !? Something weird is that the sony sram is 150ns and many nes cart have faster stock sram !! ex: 80ns
marvelus10 confirmed it working, but I am more interested in why it works.
Somebody want to look at the changes in the ROM and maybe try to explain it, I'm curious.
If someone managed to "fix" the scanline counter in a way that sprites from both pattern tables can be used, I'm really interested in hearing about it.
At this point I've done some small work into getting this running. On my TKROM board I've removed a SONY CXK5864PS-12LL and replaced it with an ALLIANCE AS7C256-20PC.
Originally I had desynced/partly accelerated sound (I think the triangle channel is the one that is running too fast), crashing on power-on otherwise (black screen).
With the new chip, the title screen appears to run fine (my EEPROM that I was using for CHR broke, so I'm SOL for confirmation there), but when I press start (twice) to go to the "warp screen," I receive the music box music instead, and when the stars put mario in place, the cartridge locks up as if I had bumped the nintendo.
I've patched all the PPU bank select writes to not mix (in the old topic I dumped an IPS patch), and this hasn't helped so far.
Anyone know a place to buy these sony sram chip in smal quantity !? ex: 1 or 2
flagoss wrote:
Anyone know a place to buy these sony sram chip in smal quantity !? ex: 1 or 2
I suggest calling MCM Electronics on this one. They probably have them.
I may have some laying around too, and if I find any, I'll let you know.
-Xious
So, did you all get this going or what? =)
hey any update anyone ?? Have you ever got it to works ??
Good information here! I'm also curious to see if anyone got it working properly.
As far as installing the new SRAM chip, I have a socketed TSROM cartridge with a cutout in the front so I can pop EPROMs in and out without disassembling it. So far it's been working flawlessly for about a year now. This is the cartridge that I had planned on trying Mario Adventure on, until I came across people having issues. Does anybody know if replacing the SRAM chip with the faster version will negatively affect other games that already work fine with the old SRAM chip? (ie. dpad hero, dpad hero 2, smb2 japan, etc?)
I'd be curious to know if anyone understood why this fixed it. I'm not sure if the speed exactly matters, as the SRAM usage is basically the same for every game (other than when mappers offer write-protect function). I've used 10ns SRAMs on a cart before and would expect it to work the same as one that is a slow as possible, weird. But I could be wrong, often am, heheh.