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Bmack36

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Everything posted by Bmack36

  1. It ended up being a power issue (most likely on the 12V line). This was a F18a upgrade with a composite modification for the EM1 since the RF module was removed to make space for the HDMI converter. Changing the power supply got it working (although plugging the original supply back it worked afterwards, implying a flaky power connection).
  2. Man... I really wanted to roll it. Well at least I rolled the stages. 721,150 (just for fun/record)
  3. It also looks like part of the jumper trace is missing
  4. For those of you who want to be bored for an hour and a half: here you go.
  5. 396,900 (I will post the video once it is done uploading to youtube) It is a fairly basic game once you know the strategy, but this game does a lot of cheap shots causing multiple deaths at a time.
  6. This is the best path that I have found to get to the top (link is the above run at the right time). There are only like 2 or 3 spots where there is any danger that can't be avoided.
  7. Just for fun I put together a very simple adapter that resolves the issues with controllers with pin 9 connected but not hooked up.
  8. I have been unable to reproduce the error with chuck or have anyone else have the same issue.
  9. I wouldn't do that as the ColUSB could pull too much power from the port. If it was just passing 5V along it might work, but it would be generating the 12 and -12 as well which would pull too much power from the system. We are working on an adapter. If anyone wants to make something in the interim, it is better to use the expansion port as that has a polyfuse on the 5V line.
  10. I will say this is a pretty frustrating game. For every game that I got to like 7-8k I had 5-6 where I didn't even get 1k. Like You could randomly get shot and die, then get shot again almost immediately as soon as your next life starts.
  11. First clue is to look at the description in the bottom right of the first screen where you have control. Find a way to do it before getting to the castle.
  12. Are the issues the same when run from the sd card? What kind of controller are you using. The speed of movement in CPK is affected by the spinner input. If you use a SAC and spin the spinner the character will move super fast while it is spinning. If you are using a custom controller that has a pin 9 wire without anything connected to it, it can cause spurious spinner inputs affecting speed. I don't see any missed jumps in Montezuma's with the snes or standard controllers when run from sd card. If you hold down # after the core loads with a cartridge in the slot, it will take you to a menu where you can turn off/on the sprite flickering and scanlines. This is only necessary when playing from carts. These options are available on the sd card menu as well. Zenji loads and plays fine from the SD card, does that work on your system or does it just mess up from the cart. For Fathom, that is the way it works on a standard system as well.
  13. This doesn't help with standard cv users, but the SNES controller on the Phoenix is a little better at not jumping around or multiple selecting.
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