![]() Unfortunately there are two bootlegs on eBay now =( > on the other hand that's making it difficult to create own games or bootlegs I just let you control both bytes just in case, until we verify all games' DIP settings. It would be great to confirm whether 4201-42FF are open bus or mirrors of 4200. I got that impression when AR only used 6-bits. I would guess that 4201h.42FFh are just mirrors of 4200h. > Yup, Act Raiser is doing a 16bit read there (but uses only the lower some bits). Everything that can be preserved should be. I am still happy you are researching the latter of course. To me, the DIP settings are much more interesting than the insert coin and game selection overlays. The NSS game lets you skip story mode, play -every- level, and the DIP settings give you lots of skill settings. The real ActRaiser requires you to beat the game before you can play a limited "arcade" mode that's every -other- level. I understand it's a pain to do so, but I generate the GUI based on the XML when you first load the cart, so you can set how you want it to play.įor ActRaiser more than any other game, it's really nice. I don't know which chip in particular, saw it on a video about the hardware. You apparently need the newer one to play the later released games. There's apparently two firmware versions of the NSS board itself. Like the SFC Box, I don't intend to simulate the non-SNES overlay hardware, but it would be good to do a rough simulation of this feature. I'd love to see a video of it triggered, too. can you explain the game over flag in a bit more detail? How does one go about triggering that? What is skill mode? When I put ActRaiser into expert mode, I get game over normally when I run out of lives. The arcade machines are a very rare find though. So it would be great if we could redump and reverify all the NSS games. I believe the MESS team has told me that some of the NSS dumps are "suspect", and may just be forgeries of regular games.Īlthough some likely really don't have DIP switch settings at all. (You OR all the options and that's what $4200-4201 returns when read.) There are a few non-NSS pages mentioning it, including pinouts, schematics, and even some sample-code. Seems to be quite impossible to find a datasheet for that chip. Wouldn't be too surprised if the M50458-001SP part number is wrong, too. Alltogther, the file seems to be more aiming at a good laugh than actually emulating the NSS hardware. that nss.c file is wrong on almost every possible detail concerning Memory and I/O, and even the pin-number of the 100pin slot is wrong. What are the Test and Credit buttons doing? I guess one (which?) adds a credit? And the other one shows up the Bookkeeping/Coinage/Selftest menu?Īnd can somebody verify the part number of the OSD chip? According to it's a "Mitsubishi M50458-001SP" chip. Is it possible to light more than one of the three game LEDs? Or to disable ALL LEDs? If not, then the LEDs might be just bound to the slot-selection bits (and then, it'd be ridiculous to search for separate LED enable bits). And somehere, there must be some kind of entrypoint.Īnyways, does somebody have a NSS at home? At the moment, I am having some basic questions: The 32h-byte "CIC" key seems to be found at. Checksum LSB and MSB are unconventionally found via pointers at C032h and DFFEh. I've no clue how THAT is working.Īnd, for making own games, understanding the format of the Instruction ROM (32K EPROM) would be also important. Finally, there's some sort of 8pin "CIC" chip in the cartridges - it seems to be accessed by Writing-and-Reading-and-Jumping-To address E37Fh. RTC and EEPROM are also serially accessed, but that part looks simple. Super contra game over sound full#And for dumping the full charset with all symbols and punctuation marks, it'd be nice to run a Test-EPROM on real hardware sooner or later. ![]() There should be special commands for character size and BG color and maybe other features. Underline and (I think) 3bit RGB color are looking simple. Character numbers for A-Z, a-z, 0-9, # and space are quite obvious (though non-ASCII). Apart from that, it's using a straight address + character/attribute transmission. Super contra game over sound serial#Serial OSD chip access is (maybe intentionally) programmed in confusing fashion with mirrored I/O addresses and plenty nonsense bits. After 2-3 days, I've basically figured out most of the I/O ports.įor the button input, I am still unsure about which-bit-is-which-button in some cases. The Z80 BIOS is very unstructured and messy. ![]() Then there's a Z80 CPU for handling coin input and such things (similar as in NES Playcoice 10 and SNES SFC-Box). The SNES part is quite simple: A game over flag at port 4016h.W.bit2 (used in "skill mode"), and a DIP-Switch input at 4200h.R for changing difficulty (on cartridges that DO have DIP-switches). The NSS is an arcade cabinet that can hold up to three slightly customized SNES games. Does somebody have a Nintendo Super System at home? ![]()
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