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Joined: Mar 2002
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Oh! I'm sorry I didn't mention it before, dm-53 was already transcribed by Segher and O.Galibert.
*edit* I don't know if it's OK to publicize the link to segher's stuff, hold on a sec and I'll compare the 2 to see if there's differences. I verified Top Gun with my usual doublecheck method btw =)
Last edited by hap; 07/06/15 12:06 AM.
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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ok, for www.seanriddle.com/nintendo_dm-53.bin please doublecheck these bits 48b: c5 or e5 539: 77 or 73 c69: 80 or 90 c7d: 1c or 9c
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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The only differences between the dumped file and the patent file are the 64th byte of each page. I guess they didn't license TI's method of detecting all 1s and forcing 0s to get all 64 counts. Yeah, it supports 63 steps per page, program will get stuck at $3f unless it has a jump instruction. int feed = ((m_pc >> 1 ^ m_pc) & 1) ? 0 : 0x20; m_pc = feed | (m_pc >> 1 & 0x1f) | (m_pc & ~0x3f);
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Joined: May 2010
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OP
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Looks like 2 of mine were wrong and 2 were right: 48B: E5 539: 73 C69: 80 C7d: 1C
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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Thanks, I'll add it to the driver.
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Joined: Mar 2002
Posts: 1,368 Likes: 120
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incog if you're here, do you still have your broken G&W Mario Bros? https://imgur.com/BgsYbgc,eir6NPb,WRFOkxH,VEddGjp,sYcT9xe,9EBYvqI,JnyuDme,RMH0aJr#5
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Joined: May 2010
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I posted the Contra ROM dump from the patent: http://www.seanriddle.com/contra.htmlThe scan is much better than the other 2 Konami patents, but there are still a few ambiguous bytes.
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Joined: Mar 2002
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Thanks, I will doublecheck
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Regarding the current vectorized VFD Artwork, I've noticed that, compared side-to-side, they sometimes are not very accurate to their source.
This is specially noticeable when looking at certain cartoony figures, which sometimes look like they've been drawn by using tracing paper over the original art (kind of how other artwork in MAME would look if it was replicated by hand, I guess).
I ignore how these are being made, but perhaps there may be some alternative way of creating more accurate vector files out of the originals?
I fear that this could be a problem that will be carried over to all future supported handhelds, and will be specially noticeable in those with more elaborate graphics, licensed characters, etc, so now that the ball is just starting to roll, it may be a good time to look into it...
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