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Originally Posted by hap
I think(and hope) there's a good chance these can be dumped electronically, they have a TEST pin afterall. I'm certain Kevtris would love to check it out when he finished his NES HDMI project.

There's a high res die photo of Mickey & Donald done by digshadow: http://siliconpr0n.org/map/nintendo/dm-53/
I transcribed this ROM, too:
www.seanriddle.com/nintendo_dm-53-raw.bin
www.seanriddle.com/nintendo_dm-53.bin

Last edited by seanriddle; 07/05/15 11:02 PM.
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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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ok, for www.seanriddle.com/nintendo_dm-53.bin please doublecheck these bits smile
48b: c5 or e5
539: 77 or 73
c69: 80 or 90
c7d: 1c or 9c

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Originally Posted by seanriddle
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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Originally Posted by hap
ok, for www.seanriddle.com/nintendo_dm-53.bin please doublecheck these bits smile
48b: c5 or e5
539: 77 or 73
c69: 80 or 90
c7d: 1c or 9c
Looks like 2 of mine were wrong and 2 were right:
48B: E5
539: 73
C69: 80
C7d: 1C

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Thanks, I'll add it to the driver.

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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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I posted the Contra ROM dump from the patent:
http://www.seanriddle.com/contra.html

The scan is much better than the other 2 Konami patents, but there are still a few ambiguous bytes.

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Thanks, I will doublecheck smile

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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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