- Joined
- Dec 17, 2017
Which one is PCem?Looks like PCem has been shut down by its tranny dev so I would start hoarding any bios and rom files until the forks can get it back up and developing again.
Closed the forum with no warning.
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Which one is PCem?Looks like PCem has been shut down by its tranny dev so I would start hoarding any bios and rom files until the forks can get it back up and developing again.
Closed the forum with no warning.
Related, does anyone here know why NES flashcarts are so expensive? It’s actually cheaper to buy a Famicom flashcart and a converter.Welp, time to start ripping open your 5-screw black box games and see if you've got one of those converters
NES carts have more pins, designed to work with what's called the CIC, NES10, whatever, basically, the "fuck up" chip to stop piracy or bootlegging, as well as out of region play (And also the plan was to standardize things like improved audio that famicom carts bundled onto the board, as a standalone expansion that you'd mount your NES onto, and have other expansion accessories too. As you might have guessed, none ever launched.) The attached picture is the exact pin you can snip to stop the fucking incessant bootlooping when it has an NES10 failure (that you may know as the constant flashing when you turn it on with no game inside), changing it instead to a flat color screen lock. It will also let you run PAL games on an NTSC-U NES, or vice versa, though that comes with the issues of playing incorrect region formatted games, like PAL stuff running super fast on an NTSC-U system. (It's also just a good excuse to open up your NES and give the 72 pin connector a good ol toothbrush scrub)Related, does anyone here know why NES flashcarts are so expensive? It’s actually cheaper to buy a Famicom flashcart and a converter.
I was thinking it had something to do with the FPGA and all the work getting it to be compatible with a couple of hundred mappers across like a thousand games. Good point on the NES10 though.NES carts have more pins, designed to work with what's called the CIC, NES10, whatever, basically, the "fuck up" chip to stop piracy or bootlegging, as well as out of region play (And also the plan was to standardize things like improved audio that famicom carts bundled onto the board, as a standalone expansion that you'd mount your NES onto, and have other expansion accessories too. As you might have guessed, none ever launched.) The attached picture is the exact pin you can snip to stop the fucking incessant bootlooping when it has an NES10 failure (that you may know as the constant flashing when you turn it on with no game inside), changing it instead to a flat color screen lock. It will also let you run PAL games on an NTSC-U NES, or vice versa, though that comes with the issues of playing incorrect region formatted games, like PAL stuff running super fast on an NTSC-U system. (It's also just a good excuse to open up your NES and give the 72 pin connector a good ol toothbrush scrub)
That all, with the availability of modern clone systems being based off toploader design, means that really the proper 72 pin carts just aren't necessary.
tl;dr, basically no demand, and the ability to hit a larger potential market means fc boards get produced more often. Toploaders and clone systems are usually compatible with both 72 and 60 pin carts and have no NES10/CIC, so it's cheaper and more efficient to make a 60 pin cart to hit the famicom and global markets.
If you want to learn more about the difference between NES and Famicom carts, that link explains the layouts, and what the pins are all for. Notably, pins EXP3,4,7,8 are dedicated to NES10 keying.
Fun fact and anti-housefire tip: Lots of unlicensed (NTSC-U/PAL) games worked by sending voltage to the CIC to disable it so long as the system was on (this was why they had weird instructions like "power the system on, then press reset after 10seconds"). If you disable the CIC by snipping the pin, or play on a toploader/clone system and pop in an unlicensed game, you're liable to have it melt the case or catch fire. This happened pretty notably in the AVGN episode where he's playing action 52 in a toploader which has no CIC, so it's just pumping out power, heating up the cart.
View attachment 2259196
I mean, cheap chinese carts are usually using some bought/stolen OS, Bung's Game Master 2.0 is really common, and the matrix for it's mapper support is as follows, total dogshit.I was thinking it had something to do with the FPGA and all the work getting it to be compatible with a couple of hundred mappers across like a thousand games. Good point on the NES10 though.
I only learned what a mapper was last year when I was reading a lot of Nesdev's wiki and eventually checked Mesen's source code to try and figure out what they are and why they're important. I'm still not 100% confident on what exactly a mapper is, and if you asked me, I'd say it's the layout of how each cartridge's components are wired up, how those components deal with on-cart stuff like bank switching to get more out of what the NES could handle by itself, things like that. Like, actual hardware emulation of each kind of NES/FC cartridge, since they weren't standardized back in '83.I don't think your average person is going to know about mappers, or the differences in OS in NES flash carts.
You're on the money! Mappers are indeed configurations of settings/adjustments that specific boards use and emulation tricks we use to recreate them and make the games playable. Each mapper can be used by one game, or a billion (theoretically). because it denotes a specific configuration, but not necessarily anything super unique (those get their own new mapper usually). mapper 000 for iNes is "no mapper", the bog standard NES cart, used by most of your black box games, SMB, duck hunt, balloon fight, etc. The point of the mapper support is so the program/cart can switch to the necessary configuration in the course of emulation to more accurately emulate and not crash if it's something specifically required to load. You can theoretically emulate a game that runs on mapper 5, even with low/incomplete support, like Bung's Game Master. An example of a game that runs on mapper 5 is Castlevania 3. It runs on Game Master flashcarts, but has some issues with slowdown, and more than usual audio fuckery, as well as crashes if there are too many sprites on screen at once, or used to. So it's not necessarily a requirement, but a properly formatted/adjusted mapper will get you closer to full accuracy on a flashcart, which people tend to forget, is still emulating the game, in some ways.I only learned what a mapper was last year when I was reading a lot of Nesdev's wiki and eventually checked Mesen's source code to try and figure out what they are and why they're important. I'm still not 100% confident on what exactly a mapper is, and if you asked me, I'd say it's the layout of how each cartridge's components are wired up, how those components deal with on-cart stuff like bank switching to get more out of what the NES could handle by itself, things like that. Like, actual hardware emulation of each kind of NES/FC cartridge, since they weren't standardized back in '83.
Does that sound right? Did I misunderstand anything?
Anyway, that's why I'd think the NES needs such a complex solution just to run roms, as opposed to the DS and its flashcarts being very simple. Very few DS games used nonstandard carts, like the smattering with the IR sensor, but that's about it.
Do you know if the FDS hardware had any special hardware* built in that the NES lacked and required chips to be added to the cartridge?You're on the money! Mappers are indeed configurations of settings/adjustments that specific boards use and emulation tricks we use to recreate them and make the games playable.
Unless they've come a long way in the last four or five years, the sound is going to be terrible.I also bought a very very cheap NES clone system that's colored turquoise, black, and hot pink, it apparently takes carts. For 9 dollars I'll risk it and if all else fails I have a very cool looking shell I can stick an emulator board in.
Thank god i downloaded the latest version with roms somewhat recently.Looks like PCem has been shut down by its tranny dev so I would start hoarding any bios and rom files until the forks can get it back up and developing again.
Closed the forum with no warning.
They're really, really into things a platform isn't designed for.Why is it that most emulation/source port developers tend to be crazy trannies?
The trickery you talk about with large sprites in punch-out delves a bit deeper into programming so I'll just leave these links for you to take a gander at to explain that. But yes, you're right on those two games! To answer your question succinctly, not really, but yes. It used RAM instead of MASK ROM/chip storage, but outside of features that were more due to the storage format of diskettes (like rewritable data/saving, which was replicated later with SRAM chips), the most unique part about the FDS RAM adapter otherwise (Which is what houses pretty much all the actual hardware outside of the reader, if you didn't know!) Is the musical differences in the titles of Metroid and others. One of my favorite comparisons to show is the Game Over sound (JP) for Kid Icarus (US). It's such a wild difference and impossible to handwave as unheard.Do you know if the FDS hardware had any special hardware* built in that the NES lacked and required chips to be added to the cartridge?
I figured out a long time ago that games that required a certain functionality, like big sprites in Punch-Out or two-way scrolling(diagonal) like Mario 3, were not available as Famicom Disk System games. If a game could only scroll one way(like Metroid's horizontal or vertical corridors, Zelda 1&2 same thing, Kid Icarus, Mario 2, same thing and so on) it was very likely that it was a FDS game(with some exceptions like Battletoads) because chips that extended functionality can't be added to a re-writable diskette.
*The FDS certainly seems like it could address more memory by itself than a regular NES so it had to have built in hardware for that that would be a chip/mapper for the cartridge version.
I never really looked into it other than confirming that the games that worked like this were available on the FDS.
This might be unrelated to your specific question, but certain older FDS models with the FD7201P driver chip could be manipulated into acting as Disk Writer kiosks, effectively allowing the user to write FDS games for free if they had the data available to be stored in RAM. And there is a workaround for later model FD3206 driver chips (they added copy protection) that will allow you to do much the same.Do you know if the FDS hardware had any special hardware
Running it over ethernet is still super-easy and enables as much storage as you want. Download a new game to the shared folder and that's it, no need to use an SD card to transport it.The PS2 has to be the saddest thing in long term gaming upkeep
Every system around it is getting an ODE which is encouraging a new burst of homebrewing activity, and here's the PS2 thinking it's hot shit for being able to finally easily run DVD backups in a day and age when most people can't be fucked to use a DVD burner or even own one. Worst part is the laser opening in the slim's drive tray is the perfect width for a SD card and yet the default advice anyone gives you for PS2 modding is still "fat w/ hard drive" or even more embarassingly "load it over the ethernet port" because the PS2 community has some allergy to solid state.