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pcfreak324

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  1. There are still a few games that do not run on the Mega SG because the mapper is not supported. They are listed in the Unofficial Analogue Mega Sg Jailbreak Supplement. I would appreciate if support could be added in a future release of the firmware. Some of these games are already supported on MiSTer FPGA. Maybe parts of the MiSTer source, which is open source, could be used to improve the Mega Sg firmware. For example the Taiwanese memory mapper for SG-1000 games is supported on MiSTer's ColecoVision core (which also runs SG-1000 games) and the Korean Mapper for MSX ports or MSX dual compatible games is partly supported on the SMS core for MiSTer. SK-1100 keyboard support for SG-1000 is implemented on the ColecoVision core for MiST (which also runs SG-1000 games). The source can also freely be used as open source. On the Mega Sg, a XB∀ND keyboard could be used instead of the SK-1100 keyboard. Also it would be nice if there would be an option to change the video palette in VDP video mode 2 (which is shared by SMS and SG-1000 games). Currently only the video palette from the SG-1000 VDP is available which is slightly different from the SMS' video palette. Therefore SMS games with video mode 2 like F-16 Fighting Falcon are incorrectly played back using the SG-1000 palette while they should be using the SMS' palette.
  2. Today I tested a few SMS/SG-1000 games. Some of the larger Korean games (128kb) that were originally ported from MSX don't work. I guess they use a special mapper that is not implemented. I tested Nemesis 2 (Korea) but other games such as F-1 Spirit - The Way to Formula-1 (Korea) (Unl) (Pirate) and Knightmare II - The Maze of Galious (Korea) are probably also affected. Then I found another problem when using the rom "Controllers Test - SMS & Genesis (PD) v1 sverx 2018-01-30.sms": When the SMS core is active, the button A from the Genesis pad is recognized as button C which means that SMS hacks which utilise three buttons (such as the one for Wonder Boy 3) won't work. On a real Genesis more than two buttons are recognized in SMS mode.
  3. I am playing my Colecovision games on FPGA systems (MiST/MiSTer/Analogue Nt mini). Unfortunately these FPGA systems do not support 64K roms. But the 32K beta of Mario Bros. works fine. Is the 32K Final Version somewhere up for download? I'd even pay a few $$ to be able to play this rom.
  4. This error is related to the file size of the games. When you try to load a rom, the Analogue Nt mini reads the iNES header and checks if the file size matches with the data specified in the header. If this is not the case, the Analogue Nt mini will not load the game. You need to fix the roms. Open them with NESHead (https://www.romhacking.net/utilities/665/) which will tell you what the expected file size is. Then, use a hex editor and remove/add the required number of empty bytes at the end of the rom.
  5. The Famicom disk system is supported as an external peripheral, but it is not replicated by the Nt mini. You need at least the FDS ram adapter and the FDS stick to be able to play FDS games.
  6. It looks like you forgot to place the required bios files in the bios folder.
  7. The popular hack Tetris Zero also doesn't work. But this is not the NT's fault. You can get the game to work by fixing the header.
  8. Kevtris, homebrew roms that you can use for testing can be found here: Mario Bros for the ColecoVision MegaCart http://cvaddict.com/profile.php?gameid=142 Pac-Man Collection http://cvaddict.com/profile.php?gameid=157
  9. Kevtris, can you please add support for the ColecoVision MegaCart? Thse carts use bankswitching to allow rom sizes of 64kb and greater. The Collectorvision port of Mario Bros. needs this in order to run. EDIT: Someone requested a way to swap the buttons in the game Alex Kidd for the Sega Master System. There are patches for the game's rom that do this. No FPGA update needed.
  10. I have the second batch of the Nt mini and can use the RGB output without issues on my Sony BVM. The cores are way more polished than those for competing FPGA systems. One user already requested support for the ColecoVision Super Game Module. I second this. Something similar exists for the Sega SG-1000. There were ram expansions released in Taiwan that could be used to play MSX ports (-> more info). It would be great if the cores could be expanded to support these ram expansions, too.
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