Previous Thread
Next Thread
Print Thread
Page 53 of 57 1 2 51 52 53 54 55 56 57
#109624 - 05/23/17 04:35 PM Re: New dumps [Re: Darkstar]  
Joined: May 2004
Posts: 1,379
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,379
Originally Posted by BeckieRGB
This one gave me lots of trouble: ripped off pads meant soldering to traces, poor contact with the adapter meant having to apply pressure with a vice (would have been easier with a C-clamp but I don't have one), loads of errors meant making dozens of dumps, only being able to find one of these things (besides one on Amazon from a seller with a 0% rating) meant having to work with what I had. But I got it: the dreamGEAR Wireless Motion Control with 130 games, model DGUN-2500. This is the one that includes Curly Monkey 2. smile

https://www.dropbox.com/s/g5e2b2zt58yxr8x/dgun2500.zip?dl=0



yeah, that one also looks NES / VTxx based

Last edited by Haze; 05/23/17 04:36 PM.
#109626 - 05/23/17 05:03 PM Re: New dumps [Re: Darkstar]  
Joined: May 2004
Posts: 1,379
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,379
btw how are you verifying these, for example, DGUN-2500 has identical data in each half of the rom (so it's 16MB repeated twice) that could indicate a dumping error (highest address line not connected) if you're sure the size is 32MB.

#109631 - 05/23/17 08:38 PM Re: New dumps [Re: Darkstar]  
Joined: May 2015
Posts: 23
mixmaster Offline
Member
mixmaster  Offline
Member

Joined: May 2015
Posts: 23
I can't even test the dump well in EmuVT. For some reason, all of the Nice Code games mess with the emulator and cause it to do something to the sprites to the point where sprite updates are shown per 4 seconds while CHR updates are still shown per frame.

The games are all still active and running PPU VBLANK and MMC3 IRQ interrupts correctly, just that the PPU emulation... sort of... gave up. In addition to that, the nametables start to blank out at random times. Ignoring all the graphical issues, I can play the games correctly, and none of them seem to crash so far. (ex: Kong appears to load level data into RAM and scroll correctly, which means that scroll updates appear to work fine under this chaotic bug.)

Is this really a bad dump, or did VR Technology do a poor job? FYI, this was in EmuVT's VT03 mode, since the console appears to be designated towards VT03 hardware.

Last edited by mixmaster; 05/23/17 08:41 PM.
#109632 - 05/23/17 08:51 PM Re: New dumps [Re: Darkstar]  
Joined: May 2004
Posts: 1,379
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,379
I wouldn't count on EmuVT being in any way complete, it just seems like a leaked hack?

What I'm hoping to do with MAME is give the option for people to work with the codebase and look into some of these extensions in an open project, not a closed source one relying on stolen code.

It's a little bit ugly by nature, but hopefully by pushing things forward a bit more people can get involved in trying to emulate these properly...

#109633 - 05/23/17 08:54 PM Re: New dumps [Re: Haze]  
Joined: May 2015
Posts: 23
mixmaster Offline
Member
mixmaster  Offline
Member

Joined: May 2015
Posts: 23
Originally Posted by Haze
I wouldn't count on EmuVT being in any way complete, it just seems like a leaked hack?

It's not leaked, you can find it right here on search: http://www.vrt.com.tw/download.htm

(so much with the misversioning by the way, it says "EmuVT 1.36" on their site while the binary is actually 1.43!)

#109634 - 05/23/17 08:58 PM Re: New dumps [Re: Darkstar]  
Joined: May 2004
Posts: 1,379
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,379
ah ok, well, it's still a nester hack where half the functionality doesn't seem to work anyway ;-)

it would be more useful to try to move forward.

#109635 - 05/24/17 04:38 AM Re: New dumps [Re: Darkstar]  
Joined: Mar 2017
Posts: 20
BeckieRGB Offline
Member
BeckieRGB  Offline
Member

Joined: Mar 2017
Posts: 20
Unless there's an internal checksum like in the Zone 60 and Wireless 60 ROMs, basically the only verification I can do is comparing multiple dumps (usually somewhere between 8 and 26 of them). IME if an address line isn't connected, it floats and I just get garbage, and this happened on my first attempts at dumping this thing when A21 wasn't connected but not the last one when I clamped it down. I'm trying another round of dumps; I've double- and triple-checked my connections so I'm fairly certain if I get the same result that it's actually 16MB repeated. :P

#109636 - 05/24/17 06:52 AM Re: New dumps [Re: BeckieRGB]  
Joined: May 2009
Posts: 1,591
Just Desserts Offline
Very Senior Member
Just Desserts  Offline
Very Senior Member

Joined: May 2009
Posts: 1,591
Not to doubt your skillset, but you said it yourself, "when I clamped it down". That would seem to indicate you have A21 tied low. What if you treat it as a proper address line rather than tying it high or low?

#109637 - 05/24/17 08:02 AM Re: New dumps [Re: Darkstar]  
Joined: Feb 2004
Posts: 1,802
Vas Crabb Offline
Very Senior Member
Vas Crabb  Offline
Very Senior Member

Joined: Feb 2004
Posts: 1,802
Sydney, Australia
No, in this case it refers to clamping it down with a physical vice to hold the temperamental connection in place.

#109638 - 05/24/17 10:47 AM Re: New dumps [Re: BeckieRGB]  
Joined: May 2004
Posts: 1,379
Haze Offline
Very Senior Member
Haze  Offline
Very Senior Member

Joined: May 2004
Posts: 1,379
Originally Posted by BeckieRGB
Unless there's an internal checksum like in the Zone 60 and Wireless 60 ROMs, basically the only verification I can do is comparing multiple dumps (usually somewhere between 8 and 26 of them). IME if an address line isn't connected, it floats and I just get garbage, and this happened on my first attempts at dumping this thing when A21 wasn't connected but not the last one when I clamped it down. I'm trying another round of dumps; I've double- and triple-checked my connections so I'm fairly certain if I get the same result that it's actually 16MB repeated. :P


ok, since this one does run in EmuVT to a degree it's probably ok anyway.

just need to be careful with them, I wouldn't put it past them doing some ugly tricks to squeeze the extra capability out of the nes-like hardware, I'm looking at a dump from elsewhere that's meant to be a VT09 based thing and I can't actually find the other 4bpp of graphics for the 8bpp mode at the moment for example. Also due to the number of games etc. in them there are many cases where people have dumped multigames in the past only to miss the data for some of the games, that's why I'm on the slightly more paranoid side of the fence with them and wanted to establish how you were doing things.

if these are custom chinese mask roms etc.it might be worth documenting your findings on the pinouts etc. you used for future reference.

Last edited by Haze; 05/24/17 10:49 AM.
Page 53 of 57 1 2 51 52 53 54 55 56 57

Who's Online Now
2 registered members (Justin, 1 invisible), 20 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Shout Box
Forum Statistics
Forums9
Topics8,389
Posts108,532
Members4,750
Most Online225
May 26th, 2014
Powered by UBB.threads™ PHP Forum Software 7.6.0
Page Time: 0.037s Queries: 14 (0.017s) Memory: 5.0314 MB (Peak: 5.2568 MB) Zlib enabled. Server Time: 2017-07-28 18:51:10 UTC