Repository: SmokeMonsterPacks/Nt-Mini-Noir-Jailbreak Branch: main Commit: b7a8d32227c9 Files: 6 Total size: 139.4 KB Directory structure: gitextract_sn3vsrzc/ ├── README.md └── firmware/ ├── README.txt ├── ntmv2_firmware_verJB6.2.md5 ├── ntmv2_firmware_verJB6.5.md5 ├── ntmv2_firmware_verJB6.6.md5 └── ntmv2_firmware_verJB6.7.md5 ================================================ FILE CONTENTS ================================================ ================================================ FILE: README.md ================================================ # Nt-Mini-Noir-Jailbreak **NOTE: the latest Jailbreak firmware can now be found at the [analoguejb](https://github.com/analoguejb/Analogue-Nt-Mini-Noir-JB) GitHub page. If you have any issues, old or new, please open a ticket there.** Custom *Jailbreak* firmware for the Analogue Nt Mini v2 *Noir*: - Famicom Disk System support added - New NES core 100% supports 2.0 mappers - Genesis core added - Intellivision core added - Megaduck core added - SPC player added - Mandelbrot zoomer added (custom jailbreak firmware for the 2017 original Analogue Nt Mini v1 are available [at that other repository](https://github.com/tjanas/Nt-Mini-Legacy-Jailbreak)) **IMPORTANT**: Use the [NES 2.0 XML Database](https://forums.nesdev.com/viewtopic.php?f=3&t=19940&p=248796) [(mirror)](https://github.com/SmokeMonsterPacks/Nt-Mini-Noir-Jailbreak/raw/main/nes20db.7z) and the [NES Header Repair Tool Python Script](https://github.com/Kitrinx/NES_Header_Repair) to fix your NES rom headers! It is recommended to have less than 800 files per subdirectory. ------------------- # Updating Firmware ## Step 1: Flashing the Firmware Format a 2GB (or larger) SD card as [FAT32](https://en.wikipedia.org/wiki/FAT32) (FAT16 and exFAT are not supported). In Windows, you must use a tool for cards larger than 32GB, such as [fat32format](https://fat32-format.en.softonic.com/). Copy ntmv2_firmware_verJB6.7.bin into the root directory of your SD card. Be sure that there is only one firmware file there. Insert the card into your Nt Mini Noir and power on. The firmware will be flashed to the console. This process may take three or more minutes. While the firmware is flashing the LED will flash, followed by a considerable pause and HDMI signal blackout. Do not power off. The system will reboot automatically when it has finished. Delete the firmware file from your card after flashing. The main menu will present a new option, `Cores`, to signify it is Jailbreak mode. The Nt Mini Noir is protected from bricking as a result of firmware updates, but follow the above precautions to be safe. If need be you can always reinstall the [official firmware v1.3](https://assets.analogue.co/firmware/9ee381e5db900ff1975619f1cab5e4be/ntmv2_firmware_ver1.3.bin), [v1.2](https://assets.analogue.co/firmware/f0e6faa22f826903767dc1a026e6c2bb/ntmv2_firmware_ver1.2.bin), [v1.1](https://assets.analogue.co/firmware/cd302f3b080f40004634a0f42f5f4c37/ntmv2_firmware_ver1.1.bin), or [v1.0](https://assets.analogue.co/firmware/660cc2544aed5bdcf482cc193ee2155e/ntmv2_firmware_ver1.0.bin). If you encounter difficulties, make sure you are following the steps described [here](https://github.com/SmokeMonsterPacks/Nt-Mini-Noir-Jailbreak/issues/10). ## Step 2: System Setup Unzip [ntmv2_firmware_verJB6.7.zip](https://github.com/analoguejb/Analogue-Nt-Mini-Noir-JB/releases/download/v6.7/ntmv2_firmware_verJB6.7.zip) and move all the content from the unzipped folder into the root directory of your SD card. You will now have a set of folders reflecting where game ROMs should be stored. Follow the instructions below for configuring the `/BIOS/` folder. ## How to launch a core? The cores menu lets you select one of the various cores that are and will be available. To run a specific core (say, NES) simply select it. If the core needs to be loaded, a box will pop up asking you if you wish to load it. The loading takes approximately 4 seconds. During the core loading, the front LED will flicker rapidly to indicate it is loading. While this happens, the monitor will show no signal, since the FPGA is being reconfigured at this time. After the loading, the monitor will come back and you will be sitting in the file browser for this particular core. The key setup for the core menus are: - `UP`/`DOWN`: select a file - `LEFT`/`RIGHT`: page through the files quickly 16 at a time - `B`: pressing once will take you to the top of the file list. pressing again takes you to the bottom. - `A`: run the game. - `START`: enter the settings menu. This is slightly different from the main menu. There may be a `Core Options` settings menu. Everything core specific will be found here. - `SELECT`: exit the menu. You will be asked to confirm. If you confirm, it returns to the core select menu. If you do not wish to exit, it returns to the currently running game. ## changelog v6.7 (June 24, 2023) - Fixed Battletoads crashing on level 2 - Fixed Bonk's Adventure boss fight floor shaking - Fixed Crystalis/God Slayer's not starting/getting stuck - Fixed Famicom Disk System dejitter setting compatibility issue (Not compatible with Zero Delay) - Fixed Flintstones: Rescue of Dino & Hoppy jumping title screen and status bar - Fixed Flintstones: Surprise at Dinosaur Peak jumping status bar - Fixed G.I. Joe cartridge crashing - Fixed Little Nemo cartridge freezing - Fixed Mega Man V robot screen jumping - Fixed Micro Mages graphical & audio glitches with cartridge - Fixed Mighty Final Fight freezing - Fixed Shadow of the Ninja freeze on opening cutscene - Fixed Summer Carnival '92: Recca jumpy status bar - Fixed Vertical Green Lines in games using CHR-RAM (Castlevania, Legend of Zelda, Mega Man 1 & 2, Rygar, many others) - Fixed Vice: Project Doom 2nd stage status bar jumping - Fixed Crystalis freezing when a controller is inserted into port 2 - Fixed Paperboy Player 2 control input - Fixed Micro Mages 3-4 player control input - Added headphone Jack L/R Swap to Audio - Headphones (note will swap RCA jacks to opposite of their labeling) - Microphone sensitivity setting is now reversed - 0 is minimum intensity, 63 is maximum intensity. Default setting is tuned for most games supping the microphone - NSF Audio Levels & Panning settings are now separate from cartridge settings - Fixed Atari 2600 graphic issues - Fixed Genesis, Sega Master System, Game Gear and ColecoVision Cores crash issue - Fixed Intellivision RAM not cleared before loading a game - Improved Intellivision's third fire button is now mapped to Famicom Network Controller's 0 button for easier access, Intellivision numberpad 0 button has been remapped to Famicom Network Controller's . button - Improved: Odyssey^2 controllers swapped v6.6 (Feb. 22, 2021) (general) * All cores should have their video window properly centered on the X and Y axis when the sliders for position are in the center. The exception is for cores with an extremely low original resolution, such as Game King. * All scaling defaults have been updated to more useful values. * Added SPD HDMI Packet to identify console as "Nt Mini Noir" (NES) * Added cheat codes menu when running ROMs via jailbreak * Added ability to decrement letters on cheat code and Copynes mini by pressing select * Replaced Firebrandx palette with the latest one ("Smooth_-_Balanced_Greys_FBX") * Fixed Vs. Hogan's Alley and Duck Hunt "gun stolen" alarm sound going off all the time or in the menu * Fixed FDS RAM Adapter, Super Mario Bros. and many other games exhibiting graphics issue when cartridges were being used * Fixed Vs. Mighty Bomb Jack reversed controls * Fixed Trojan audio channels cutting off early * Fixed playing a Vs. game then an FDS game caused a bad palette * Fixed Vs. coin insertion not working when using a SNES or NTT Data Keypad * Fixed Sunsoft 5B audio implementation * Fixed Battletoads and Double Dragon player 2 selection box moving on its own * Fixed games (i.e. Kickmaster) with mappers that used A12 for scanline counts had jittering graphics in 16 sprite mode * Fixed FDS manual disk ejection not working correctly * Fixed Copynes mini not properly exiting high resolution mode from the file menu * Fixed Maniac Mansion's intermitent flickering top line * Fixed Eggerland - Meikyuu no Fukkatsu and Egger Land - Souzou e no Tabidachi's popping square channel (GBC) * Fixed Barbie Pet Rescue's blank screen before the title * Fixed Pokemon Pinball's corrupt frames when screen was blanked * Fixed Bear in the Big Blue House hanging on the title screen * Fixed Bear in the Big Blue House's palette issue at the top of the screen * Fixed Super Mario Deluxe (and other games) palette issues * Fixed Mia Hamm Soccer title screen graphic issues * Fixed Jungle Book: Mowgli's Wild Adventure corruption when paused/unpaused * Fixed Klax crash when reaching level 5 * Fixed Mickey's Speedway palette issues * Fixed Perfect Dark non-working digitized audio * Fixed Perfect Dark status bar on the right not displaying (Genesis) * Added full screen dithering, setting the dithering slider to 63 (maximum) will enable it * Removed non-functional cropping menu - use the crop left/right and top/bottom settings in video extras menu * Fixed interlaced mode display issues (Game Gear) * Fixed top line not visible (2600) * Fixed graphic issues on certain units (random pixels on green screens) * Fixed palette sometimes flashing when entering/exiting the menu (Supervision) * Fixed Journey to the West (Gamate, 2600, Intellivision) * Fixed scaling values v6.5 (Dec. 15, 2020) **General** - Controller test added - Fixed L/R reverse on RCA jacks - Fixed filter cutoff display bug **NES** - Added full FDS support with manual, semiautomatic and automatic side switching (see NES section below for operation notes) - Added *Super Russian Roulette mapper* (#413) - Added support for *Haunted Halloween '85* and *Haunted Halloween '86* - Added Vs. palette support for composite and s-video - Reduced default expansion audio level for better balance with internal audio. - Passthrough mode can now be cancelled by tapping reset twice. - Fixed CopyNES mini save WRAM dumping, save games on cartridges can now be preserved - Fixed Vice Project Doom / Gun-Dec starting in debug mode with second controller plugged in - Fixed VRC6 register swap function. Use both VRC6 and VRC6 Swap for *Madara* and *Esper Dream 2* and just VRC6 for *Akumajou Densetsu* - Fixed FDS Audio channel imbalance when panning sliders are centered - Fixed small FDS channel bug - Fixed popping square wave audio in *Egger Land - Souzou e no Tabidachi* and *Eggerland - Meikyuu no Fukkatsu* - Fixed *Vs. Goonies* graphic issue - Fixed *Game of the Goose* graphic issues (#512) - Fixed DPCM corruption bug for PAL and Dendy Modes - Fixed MMC5 *Castlevania III* PAL cartridge functionality - Fixed Dendy mode for EverDrives and Cartridges - Fixed Dendy mode NMI flag **GB/GBC** - Fixed palette issues affecting multiple games (*Pokemon Pinball*, *Mega Man Xtreme*, *Pooh & Tigger's Hunny Safari*, *Harvest Moon 3*) - Fixed wave channel audio bug - Fixed *Tokyo Disney* crash when playing 5th level - Fixed crash in *Barbie Magic Genie Adventure* when using powers - Fixed *Razor Freestyle Scooter* and *Lufia* failing to load - Fixed *Lego Racers cloud* color bug **Colecovision** - Added Famicom Network controller functionality - Fixed *Penguin Adventure* **Genesis** - Added Famicom Network controller functionality - Fixed Audio sliders bug **SMS** - Added Famicom Network controller functionality - Fixed BIOSes loading built in games - Use "end" button on Famicom Network or Super Famicom NTT Data Keypad to simulate pressing console reset button **Intellivision** - Added Famicom Network controller functionality. `0`, `A`, `B` are the three buttons. `0` on the keypad is remapped to . - Added Player 1/2 swap to cores menu **SPC** - Fixed audio static bug v6.1 (initial release) ------------------------------ # NES/Famicom Core Release Notes This core is extremely large and encompasses 279 mappers. All the major mappers and many other mappers are implemented and work. NES 2.0 headers are 100% supported and many NES 2.0 mappers are included. Every mapper was completely rewritten using the most current information available. ## save games Save game RAM is fully supported for many mappers, and has three modes: - always save - never save - prompt This allows you to control how save RAM saving works. Save filenames should be usable out to 256 characters or so now, which should encompass just about anything. EEPROM and Flash saving are not supported. EEPROM saving is used by some [Mapper 16](https://wiki.nesdev.com/w/index.php/INES_Mapper_016), [Mapper 157](https://wiki.nesdev.com/w/index.php/INES_Mapper_157) and all [Mapper 159](https://wiki.nesdev.com/w/index.php/INES_Mapper_159) games (Bandai releases and Datach Joint ROM System). Flash saving is used by [Mappers 30](https://wiki.nesdev.com/w/index.php/UNROM_512) and [111](https://wiki.nesdev.com/w/index.php/GTROM) (homebrew releases). ## Expansion audio Expansion cartridge audio is supported. Unlike cart mode, however, the act of loading a ROM will force the proper expansion chip to be selected. This includes many pirate conversions of FDS games to cartridge (except for *Tobadaise Daisuken*, which had its FDS audio data removed.) ## Family BASIC Keyboard Enable Passthrough Mode to use the keyboard. ## other features Nt Mini Noir supports NES ROMs up to 16MiB in size with up to 32KiB of CHR-RAM and 64KiB of PRG-RAM. So you cannot have a 16MiB PRG-ROM with 64KiB of CHR-RAM, for example. Some mappers ([mapper 90](https://wiki.nesdev.com/w/index.php/J.Y._Company_ASIC), multicart mappers, drip mapper) support dip switches. These can be found under the `Core Options` menu which is accessed by hitting `START` on the file browser for the NES core. Each time a game is loaded, the dipswitches will be cleared. For the *Nintendo World Championships 1990* and *Nintendo Campus Challenge 1991* competition cartridges, Dips 1-4 set the competition time and Dip 5 removes the time limit. Here are the settings for Dips 1-4: ``` O = switch open ("off") C = switch closed ("on") ``` | Dips 4321 | time (mins) | | --------- | ----------- | | `OOOO` | 5.001 | | `OOOC` | 5.316 | | `OOCO` | 5.629 | | `OOCC` | 5.942 | | `OCOO` | 6.254 (Official Tournament Times) | | `OCOC` | 6.567 | | `OCCO` | 6.880 | | `OCCC` | 7.193 | | `COOO` | 7.505 | | `COOC` | 7.818 | | `COCO` | 8.131 | | `COCC` | 8.444 | | `CCOO` | 8.756 | | `CCOC` | 9.070 | | `CCCO` | 9.318 | | `CCCC` | 9.695 | Dip Switches always default to Off, so you should set the Dip Switches and then press Reset. These games are started by pressing `start` on the 2nd controller. Coin insertion is done using the trigger on a 12 button controller, and can also be done on the dipswitch submenu if this mapper supports. All Vs. mappers and mapper 126 (arcade board) use this. Nt Mini Noir's Core Jailbreak has full Vs. System support for any known game which does not use Vs. Dual System capabilities. This means that *Vs. Balloon Fight*, *Vs. Baseball*, *Vs. Ice Climber Dual*, *Vs. Mahjong*, *Vs. Raid on Bungeling Bay*, *Vs. Tennis* and *Vs. Wrecking Crew* are not playable, but the rest are playable. Vs. System games require full NES 2.0 headers to work properly. Use the [NES 2.0 XML Database](https://forums.nesdev.com/viewtopic.php?f=3&t=19940&p=248796) and the [NES Header Repair Tool Python Script](https://github.com/Kitrinx/NES_Header_Repair) to fix your headers. *Vs. Tetris* has only 24KiB of PRG-ROM but the jailbreak will only load a ROM with 32KiB of PRG-ROM. You can add 8,192 padding bytes of 0x00 bytes (or 0xFF bytes) inserted between the header and start of the PRG-ROM to get the game to work. *Vs. Gumshoe* may also need padding in addition to ROM reordering (see NewRisingSun's [fixes](https://forums.nesdev.com/viewtopic.php?f=3&t=17213&start=45#p220718)). Vs. System games obtain their settings from a bank of eight dip switches, these will be found as Dips 1-8 under Core Options - Dip Switches. If you are not using a SNES-style controller, you can Add a Coin with the Dip Switch menu. With Vs. System games, you start games with the Select button on either Controller I or, for a two-player game, Controller II. Zappers are supported for Vs. games that use a light gun. Vs. System games that use one of the 2C04 PPUs will show very incorrect colors when run on a PPU that uses a regular palette (2C02, 2C03, 2C05, 2C07) On Nt Mini Noir the S-Video and Composite video output options generate palette colors like an original 2C02 or 2C07 would and cannot change their palettes. The result is that you will need to use Component, RGB or HDMI video to play these games with the proper colors. NewRisingSun has [compiled](https://forums.nesdev.com/viewtopic.php?f=3&t=17213&start=45#p220718) a helpful set of NES2.0 headers for many Vs. System ROMs and a script that can construct these NES ROMs from MAMEs PRG/CHR ROM dumps. ## problem solving This core is taking full advantage of NES 2.0 headers. This includes mappers, save RAM size, etc. It is highly recommended that you upgrade your ROM set. If some games will not run, it most likely is because the core needs more information contained in the 2.0 header, such as *Star Tropics*. *Star Tropics* is actually mapper 4.1 (MMC6). Some of the Sachen multi-carts also have issues inherent to their ROMs: *Super Cartridge Ver 1 - 4 in 1 - Honey Peach* has a broken triangle channel during title screen music, *Super Cartridge Ver 5 - 7 in 1 - Magical Mathematics* is missing its title screen audio and *Super Cartridge Ver 7 - 4 in 1 - Silver Eagle*'s main character sprite gets glitchy when shooting. (complete list of implemented and tested mappers) ``` 0 - NROM 1.0 - MMC1 1.5 - MMC1 with fixed PRG banking 2.0 - UNROM normal (no bus conflicts) 2.2 - UNROM bus conflicts 3 - CNROM normal (no bus conflicts) 3.2 - CNROM bus conflicts 4.0 - MMC3B 4.1 - MMC6 4.3 - MC-ACC (Acclaim MMC3 clone with different IRQ timing) 4.4 - MMC3A 5 - MMC5 7 - AxROM normal (no bus conflicts) 7.2 - AxROM bus conflicts 9 - MMC2 10 - MMC4 11 - colordreams (has bus conflicts) 12 - MMC3A variant with upper CHR bit select 13 - CPROM (has bus conflicts) 15 - mapper 15 16.4 - Bandai IRQ counter not latched 16.5 - Bandai IRQ counter latched (no EEPROM support yet) 18 - jaleco 19 - namco N163 21.0 - VRC2/VRC4 21.1 - VRC4a 22 - VRC2a 23.0 - VRC2/VRC4 23.1 - VRC4f 23.2 - VRC4e 23.3 - VRC2b 24 - VRC6 25.0 - VRC2/VRC4 25.1 - VRC4b 25.2 - VRC4d 25.3 - VRC2c 26 - VRC6 27 - World Hero 28 - action 53 29 - Sealie Computing Glider 30 - UNROM512 (no flash support yet) 31 - NSF 32.0 - Irem G-101 32.1 - Irem G-101 variant with 1 screen mirroring 33 - Taito TC0190 34 - BNROM and NINA-001 35 - mapper 90 variant with WRAM 36 - TXC 01-22000-400 37 - SMB + Tetris + NWC 38 - Bit Corp Crime Busters 39 - Subor Study and Game 40 - NTDEC 2722 SMB2j 41 - Caltron 6 in 1 42 - Bio Miracle FDS 43 - TONY-I and YS-612 44 - Super Big 7 in 1 45 - GA23C Multicarts 46 - Rumble Station 47 - Super Spike + NWC 48 - Taito TC0350 49 - Super HIK 4 in 1 50 - N-32 SMB2j 51 - 11 in 1 ball games 52 - Multicarts 53 - supervision 16 in 1 54 - Novel Diamond 999999 in 1 55 - Mario1-Malee2 56 - Kaiser SMB3 57 - Super GK 6 in 1 58 - Multicarts 59 - T3H53 Multicarts 60 - Reset-based multicarts 61 - 20 in 1 62 - 700 in 1 63 - Powerful 250 in 1 64 - Tengen RAMBO-1 65 - Irem H3001 66 - GxROM 67 - Sunsoft-3 68.0 - Sunsoft-4 68.1 - Sunsoft-4 dual cartridge system 69 - Sunsoft FME-7 70 - Bandai simple 71.0 - Codemasters UNROM-like 71.1 - Fire Hawk variant 72 - Jaleco JF-17 73 - VRC3 74 - Waixing 43-393/860908C 75 - VRC1 76 - Namco 3446 77 - Irem with VRAM 78.1 - Irem Cosmo Carrier 78.3 - Irem Holy Diver 79 - NINA-03 / NINA-06 80 - Taito X1-005 81 - Super Gun 82 - Taito X1-017 83.0 - Cony Mapper 256K CHR / heuristic 83.1 - 512K CHR 83.2 - 1M CHR 85 - VRC7 86 - Jaleco JF-13 87 - Jaleco 88 - Namco 118 variant 89 - Sunsoft 90 - mapper 90 inhibited ROM nametables and mirroring 91 - JY Company Super Fighter 3 92 - Jaleco 93 - Sunsoft-2 94 - UN1ROM 95 - Namco 118 variant 96 - Bandai simple 97 - Irem TAM-S1 99 - Vs. System 101 - Jaleco JF-10 102 - drip (moved to 284) 103 - Doki Doki Panic FDS conversion 104 - Pegasus 5 in 1 105 - NES-EVENT 106 - SMB3 bootleg 107 - Magic Dragon 108.1 - FDS-to-cartridge conversions 108.2 - FDS-to-cartridge conversions 108.3 - FDS-to-cartridge conversions 108.4 - FDS-to-cartridge conversions 109 - Great Wall (duplicate of 137) 110 - Sachen 74LS374N (duplicate of 243) 111 - GTROM (no flash support yet) 112 - San Guo Zhi - Qun Xiong Zheng Ba 113 - HES 6 in 1 114.0 - Multiple MMC3 with scrambling 114.1 - Multiple MMC3 with scrambling 115 - SFC-02B/-03/-004 boards 116.0 - SOMARI-P 116.1 - SOMARI-P 117 - san guo zhi 4 118 - TKSROM MMC3 + single screen mirroring 119 - TQROM MMC3 + CHR/RAM switching 120 - 3D worldrunner FDS conv. 121 - A9713 MMC3-clone-bearing protected board 122 - same as 184 123 - Scrambled MMC3 124 - Super Game Mega Type III (arcade board) 125 - FDS Monty on the Run 126 - MMC3 based multicart 127 - funky double dragon 2 pir8 128 - super HiK 4 in 1- chi den 129 - duplicate of 213 130 - NS03 7 in 1 multicart 131 - duplicate of 205 132 - TXC 133 - Sachen Jovial Race & Drunkard 134 - MMC3 clone with extensions 135 - (dupe) sachen 8259A-1 (mapper 141) 136 - Sachen 3011 137 - Sachen 8259D 138 - Sachen 8259B 139 - Sachen 8259C 140 - Jaleco JF-11/JF-14 141 - Sachen 8259A 142 - Kaiser FDS ports 143 - Sachen with lame protection 144 - Death Race 145 - Sachen CNROM-like 146 - functional equivelant to NINA-03 147 - Sachen 3018 148 - Sachen SA-008-A 149 - Sachen SA-0036 150 - Sachen SA-015 151 - Vs. VRC1 152 - Bandai 153 - Bandai with WRAM 154 - Namco 118 variant 155 - MMC1 without WRAM protection 156 - Open Daou 157 - Bandai joint ROM system 158 - Tengen 800037 159 - Bandai with 24C01 EEPROM (no EEPROM support yet) 163 - Nanjing Copy Protected clone games 164 - Final Fantasy V 166 - Subor 167 - Subor 168 - Racermate 169 - Contra 168 in 1 170 - Shiko Game Syu 171 - MMC1 with hardwired mirroring 172 - Super Mega P-4070 board 173 - Idea-Tek 174 - NTDec 5 in 1 180 - Crazy Climber 182 - same as 114 183 - Pirate Gimmick 184 - Sunsoft 185.4 - Protected CNROM 185.5 - Protected CNROM 185.6 - Protected CNROM 185.7 - Protected CNROM 186 - Studybox 187 - MMC3 clone with extensions 188 - Bandai Karaoke (microphone is supported) 189 - Thunder Warrior 190 - Magic Kid GooGoo 191 - MMC3 clone similar to 119 192 - MMC3 clone similar to 119 but lets RAM/ROM work at the same time 193 - NTDEC TC-112 194 - Super Robot Taisen 196 - MMC3 hacks that use BNROM and other address lines than A0 198 - Chinese Mapper 200 - 1200 in 1 201 - 8 in 1 202 - 150 in 1 203 - 35 in 1 204 - 64 in 1 205 - 15 in 1 206 - Namco 118 207 - Taito X1-005 209 - mapper 90 variant (original version with selectable ROM nametables and mirroring) 210 - namco 175/340 210.1 - namco 175 with hardwired mirroring 211 - mapper 90 variant forced ROM nametables and mirroring 212 - Super HIK 300 in 1 213 - duplicate of 58 214 - Super Gun 20 in 1 215 - MMC3 with scrambling 216 - magic jewelry 2 217 - 255 in 1 218 - Magic Floor 221 - NTDEC N625092 multicarts 225 - 52 Games 226 - 76 in 1 227 - 1200 in 1 228 - Action 52 229 - 31 in 1 230 - 22 in 1 231 - 20 in 1 232.0 - Codemasters Quattro series (hard reset to get back to menu) 232.1 - Aladdin version (hard reset to get back to menu) 233 - 42 in 1 234 - AVE Maxi 15 235 - Golden Game 150 in 1 236 - Realtec 8155 multicarts 237 - Teletubbies 420 in 1 240 - misc chinese mapper 241 - BxROM-like 242 - Wai Xing Zhan Shi 243 - Sachen SA-020A 244 - C&E Decathlon 245 - Waixing MMC3 clone 246 - Taiwan mapper 248 - same as 115 249 - funky MMC3 pirate doodle 250 - Time Diver Avenger 253 - VRC4 clone with VRAM extentions, waixing 254 - al senshi nicol 255 - 115 in 1 262 - Sachen Street Heroes (dipswitch 0 sets the game title screen) 281 - mapper 90 variant 256K outer bank 282 - mapper 90 variant 256K outer bank 284 - drip 290 - Asder 20 in 1 295 - mapper 90 variant 128K outer bank 302 - FDS Gyruss conversion 304 - Several FDS conversions 305 - FDS Castlevania 2 306 - Exciting Basket FDS conversion 307 - FDS Metroid 312 - Highway Star FDS Conversion 331 - duplicate of 130 346 - Zanac FDS Conversions 358 - mapper 90 variant 512K outer bank 389 - Caltron 9 in 1 512 - Sachen Game of the Goose (honk honk!) 513 - Sachen Princess Maker game port 516 - Edubank MMC3 thing 533 - Sachen Middle School English 534 - Atari Flashback, Intellivision Play Power 552 - Taito X1-017 553 - Sachen Penguin and Seal (original version) 554 - FDS Castlevania conversion 555 - NES-EVENT2 ``` ## CopyNES mini This lets you dump cartridges and their save RAM (if equipped) directly to the SD card! There are many supported mappers. To dump a game, follow these steps: - Insert the game in question into the cartridge slot. - Select `Run Cartridge` to make sure it works and is making good contact. - Enter the Tools menu and select `Copynes mini`. - Select the mapper that your game uses. Use the NES 2.0 XML Database to find the mapper for your game. - Hit `B` to start the dump. Note that it might take awhile (30 seconds) to determine the size of the ROMs on the cartridge. - After the game is dumped, you can enter a filename using `up`/`down`/`left`/`right`. If no name is entered, it will save it with a filename determined by the sumcheck of the ROM. - Hitting `B` will save the ROM. That's it! You can test the game by going into the cores menu and selecting `NES`, then going to the `/COPYNES/` directory and running the ROM. ## FDS Full FDS disk drive and RAM adapter emulation has been added. This allows FDS games to be played that consist of from 1 to 4 disk sides. The FDS images must be a multiple of 65500 bytes, and cannot contain headers. Valid file sizes in bytes: ``` 65500 bytes - 1 disk side 131000 bytes - 2 disk sides (these first two are the most common) 196500 bytes - 3 disk sides (very rare) 262000 bytes - 4 disk sides (somewhat rare) ``` To use the FDS functionality, an FDS BIOS needs to placed into the `/BIOS/` directory. Any of the three BIOS dumps can be used: R0, R1, or the Twin Famicom version. It must be named `fds.bin` Several methods to load disks and change sides are provided in a new menu titled "FDS" that appears on the cores menu only when an FDS game is loaded. By default, "automatic" mode is selected. This mode will automatically load the first side of the FDS image and run it without user intervention. It will also detect the side and disk the game is attempting to load, and will automatically select the side for you. The loading prompts are also automatically passed so usually no intervention is required to play the games. There are a few exceptions to this, however, and a few games need to be loaded manually. These are listed later. When an FDS game is loaded, a new FDS menu appears on the main menu. This menu allows full control of the FDS "drive". In the menu, the auto/manual selection can be made, and a disk ejected, and/or a new side can be selected. Saving: When the file menu is opened, the FDS disk data is saved to a `.sav` file like with cartridge games, however the data is no longer in .fds format; it is in the expanded disk format with gaps and CRCs. This is due to the fact that .fds files must be expanded to be loaded. When loading a game with an existing .sav file, the .sav file will be loaded and the contents of the .fds will NOT be used, except to determine the number of disk sides the game contains. This means if you wish to reload a game from the .fds to play it, its .sav file must be deleted, or the .fds renamed. This way the original file is not modified. A .sav file will NOT be created unless the contents of the disk were modified. This means games that do not save to disk will not create .sav files. There are three ways to handle disk changing: Manual mode: You must manually select disks and sides in the menu. You do not need to eject before changing disks or sides; it wil perform a 1/4th second eject for you. Semiautomatic mode functionality: This is the default mode. Pressing select will eject the disk as long as select is down, and for about 1/2 second after it is released, and then auto-select the proper disk and side. Some games such as *Doki Doki Panic* have an unusually long wait to check for a disk being ejected so this accommodates that. Note that since select ejects the disk, it is not a good idea to do this while a game is loading since it will throw an error 01. Usually most games can recover from this though, and will attempt to load again. The same caveats with automatic mode follow over to semiautomatic mode with regards to a few games not being able to autodetect the side/disk. No known games or software have an issue with the disk being ejected once they have loaded, and only check it when they wish to load or are actively loading. Automatic mode functionality: The automatic mode works fine for most games except those outlined below. It has a few extra features that are activated by use of the select button on player 1. Some games, such as Zelda, will skip the title screen and directly load the game. To see the title screen, the select button can be held which will stop the automatic switching from happening until it is released. On a few games, it can take a few seconds for the automatic loading process to start. This is normal because every game has to read the state of the disk, and each one does it differently. A few games that use custom loading routines can produce `ERR 01` errors If this happens simply hold the select button down during the loading process. If a game seems unresponsive or won't autoload the disk, try holding down select for a second or so and/or tapping it to see if that unsticks it. These games cannot be used with auto mode because they have custom disk routines, or they do not specify the proper side when loading: - Doremikko - does not specify proper side to load - Koneko Monogatari - uses custom disk routines and not the BIOS - Some unlicensed games don't specify the side to load - Bishoujo Shashinkan - Moving School - reboots unless run in manual mode ------------------------------- # Atari 2600 Core Release Notes The Atari 2600 core currently only supports joystick games. Atari 2600 games determine the number of scanlines they will use. In HDMI mode, the display window for Atari 2600 games is 160 pixels by 239 pixels, which is adequate for most games. A few games (*Pick and Pile*, and *Acid Drop*) produce far too many scanlines, the viewport can be centered so that most of the screen is visible. ## Controller mapping It is suggested to use a SNES controller or an SNES NTT Data Pad (NDK10). If not, the difficulty switches and TV type and Supercharger load functionality is present in the core options menu. You can swap joystick ports virtually, because some games seem to use one or the other. This is also accessible in the core options menu. `Y` is the fire button (`B` on an NES controller). Left and right triggers toggle the difficulty switch for this player, while on player 1, `X` and `A` toggle the B&W/colour switch. `X` is colour, `A` is B&W. In most games, left trigger is hard, and right trigger is easy. `Select` and `start` are `select` and `reset`, respectively. ## Core Options menu You can enable/disable the Atarivox and the controller swap. A toggle for the difficulty and TV type switches is present. An option to load the next portion of a Supercharger ROM is also here. ## Supercharger games If you wish to play Supercharger games, you must rename the 2K Supercharger BIOS ROM to `scbios.bin` (CRC32: `C3A3F073`) and place it in the `/BIOS/` directory. When you wish to load a Supercharger game, press both `A` and `X` to 'press play on tape'. If you have a multiload game, you can press these again to do the next load when the game calls for it. Note: it takes about 1-2 seconds for the load to start when the `A`/`X` combo is pressed or the menu entry selected and pressed. ## Atarivox Atarivox is supported, via a PIC18F1320. The PIC ROM code is stored as `avoxrom.bin` and the PIC EEPROM data is stored as `avoxee.bin`. `avoxrom.bin` is 8K bytes, and avoxee.bin is 256 bytes. Place these two files in the `/BIOS/` directory. Note that the EEPROM is the data on the PIC micro itself, and not the high score/setting EEPROM. The EEPROM that stores high scores, etc. is not implemented at this time. ## Supercharger Demo Unit The demo unit is fully supported. To run it, you need to make a single 66K file consisting of the 64K worth of data EPROMs, followed by the 2K EPROM. ## Palettes All three palettes are supported: NTSC, PAL, and SECAM. There is also an "automatic" mode that will select between NTSC and PAL in most cases. It does this by checking the scanline count. If it's greater than 284, then the PAL palette is selected, otherwise NTSC is. You can force a palette to either of the three, or automatic in the core settings menu. ## Mappers and ROMs The 2600 has no standardized ROM header format, making it difficult to determine the identity of any extra hardware on the cartridge. The 2600 core determines the ROM's mapper based on file size, and then file extension. The mapper is determined like so: | Filesize | Mapper | |-------------|------------------------------------------------------| | 2048 bytes | standard 2K game, no bankswitching | | 4096 bytes | standard 4K game, no bankswitching | | 8192 bytes | standard 8K game, uses F8 (FFF8/FFF9) bankswitching | | 16384 bytes | standard 16K game, uses F6 (FFF6-FFF9) bankswitching | | 32768 bytes | standard 32K game, uses F4 (FFF4-FFFA) bankswitching | | 65536 bytes | Dynacom Megaboy | | 12288 bytes | RAM+ (FA) | | 10240 bytes | Pitfall 2 (DPC) | | 10495 bytes | Pitfall 2 (DPC) | | 24576 bytes | 24K (FA2) | | 8448 bytes | Supercharger single load | | 16896 bytes | Supercharger dual load | | 25344 bytes | Supercharger triple load | | 33792 bytes | Supercharger quad load | | 67584 bytes | Supercharger demo unit | For 8K, 16K, and 32K games, superchip RAM is detected by looking at the first 256 bytes of the file. If it is all `0x00` or `0xff` then the game is assumed to have RAM here. At this point, the extension is checked. If it matches one of the below, then this mapper is selected: | File extension | Mapper | | --------------- | ------ | | `.ACT` | Activision 8K FE banking | | `.PB` | Parker Bros. E0 mapping | | `.TV` | Tigervision 3F mapping | | `.TVR` | Tigervision 3E (with RAM) mapping | | `.MN` | M-network E7 mapping | | `.CV` | Commavid extra RAM | | `.EB` | Econobanking | | `.EF` | EF Bankswitching | | `.EFR` | EF with RAM | | `.UA` | UA bankswitching | | `.X07` | X07 bankswitching | | `.SB` | Superbanking | Note: A popular ROM pack may show certain characters in file names as flashing characters (i.e. *pele's soccer*). These show up as flashing characters in the menu. This is normal because they are outside of the ASCII range later. The following changes need to be made to get these games to run: These need the `.ACT` extension: - Decathlon - Robot Tank - Thwocker These need the `.PB` extension: - Frogger II - Gyruss - James Bond 007 - Lord of the Rings - Montezuma's Revenge - Mr Do's Castle - Popeye - Q-bert's Qubes - Star Wars: Return of the Jedi - Star Wars: The Arcade Game - Super Cobra - Tooth Protectors - Tutankham These need the `.TV` extension: - Espial - Miner 2049'er - Miner 2049'er Vol 2 - Polaris - River patrol - Springer These need the `.MN` extension: - Bump 'n' Jump - Burgertime - Masters of the Universe - Anteater - Golden SKull - Treasures of Tarmin These need the `.CV` extension: - Magicard - Video Life This needs the `.UA` extension: - Pleiades Other changes: *Dig Dug* needs to have the first 256 bytes zeroed out (or set to all `0xFF`'s) so that the extra RAM can be detected properly. ## Problem solving **Kool-Aid Man**: uses the left (Player 1) difficulty switch to pause the game (default/disabled position `A` is paused, position `B` is un-paused). Enable this switch in the Core Options menu, or press the right-trigger button on controller 1 to play this game. The right (Player 2) difficulty switch sets the difficulty (default/disabled position `A` is fast/hard, position `B` is normal); this can toggled in the Core Options menu or by pressing the left/right triggers for hard/easy on controller 2. See [game manual](https://archive.org/details/Atari2600Manuals_201812/Kool-Aid%20Man%20%28USA%29) [text](https://atariage.com/manual_html_page.php?SoftwareLabelID=266) for more details. Some other games that use switches during gameplay: [Ghostbusters](https://archive.org/details/Atari2600Manuals_201812/Ghostbusters%20%28USA%29), [Phaser Patrol](https://archive.org/details/Atari2600Manuals_201812/Phaser%20Patrol%20%28USA%29), [Secret Quest](https://archive.org/details/Atari2600Manuals_201812/Secret%20Quest%20%28USA%29), [Space Shuttle](https://archive.org/details/Atari2600Manuals_201812/Space%20Shuttle%20-%20A%20Journey%20Into%20Space%20%28USA%29), [StarMaster](https://archive.org/details/Atari2600Manuals_201812/StarMaster%20%28USA%29), [Tomcat](https://archive.org/details/Atari2600Manuals_201812/Tomcat%20-%20The%20F-14%20Fighter%20Simulator%20%28USA%29) ----------------------------- # Atari 7800 Core Release Notes This Atari 7800 core supports official games and pokey sound. It currently only supports joysticks and does not run 2600 games. Two button controllers appear to be working. ## Controller mapping This core requires the use of a SNES controller if you wish to manipulate the pause button and difficulty switches. - `X` is pause on either controller. - `L` and `R` triggers change the difficulty switch position for the respective player. - `Select` and `Start` are `select` and `reset`, respectively. The difficulty switches can also be toggled with `Core Options`. ## Mappers and ROMs Atari 7800 ROMs use headers. There are a few ROMs with bad headers, here is how to fix some of them: - *Commando* has no Pokey sound - the header needs to have it enabled. (`0036h` needs to be `03h` instead of `02h`) - There's a broken version of *Summer Games* and *Winter Games*. Both need address `0036h` changed from `02h` to `06h`. - There is a broken version of *Sentinel* as well. Byte `0036h` needs to be `02h` instead of `03h`. This core needs a BIOS to run which you can select with `Core Options`. The Core will load the file `7800bios.bin` (expected CRC32: `5D13730C`) found in the `/BIOS/` directory by default. ---------------------------- # Sega Genesis Jailbreak Notes The Sega core supports all official Genesis ROMs except for *Virtua Racing* and does not run 32x ROMs and common unlicensed games. ## Button Mapping With a NES controller, Button `C` on a Genesis 3-button controller is mapped to `select`. Other mappings are as follows: | Genesis | SNES | | ------- | ---- | | `A` | `B` | | `B` | `Y` | | `C` | `A` | | `X` | `X` | | `Y` | `L` | | `Z` | `R` | | Genesis | M30 | | ------- | --- | | `A` | `B` | | `B` | `Y` | | `C` | `A` | | `X` | `X` | | `Y` | `Z` | | `Z` | `C` | ---------------------- # SMS Core Release Notes The SMS core runs games released for the Sega Mark III and the Master System. This core also runs SG-1000 games but you must use the Japanese BIOS or no BIOS, however. You can select a BIOS or disable a BIOS in the `Core Options` menu. Disabling it all the time may not be ideal because a few games rely on it running first to set memory (see below for a list). The BIOS is only loaded when a game is loaded. To change the BIOS you must reload the game. If it is missing, loading will fail and it will return you to the core menu. Place the BIOS into the `/BIOS/` directory on the SD card and try again, or turn the BIOS off in the `Core Options` menu. The core will load the file with the name `smsbios.bin` by default if one is found in the `/BIOS/` directory. Note that the Sega Master System has [many different BIOS versions](https://datomatic.no-intro.org/index.php?page=search&op=datset&s=26&sel_s=Sega+-+Master+System+-+Mark+III&stext=BIOS&where=1&searchme=Search&pageSel=0&element=Titles&sort=Title&order=Ascending). You may need to change to an `export` region under `System/Hardware` to get some games or BIOSes to work. Because there are three mappers supported, selecting one of the different mappers works by changing the file extention of the ROM file. A ROM that's 48K or less in size is run without a mapper; it is just loaded straight into `x0000-xBFFF`. A ROM with a size greater than 48K will use the standard Sega mapper. Other mappers supported: `*.SCM` - selects the SMS Codemasters mapper. The following games require it: - Cosmic Spacehead - Dinobasher - Starring Bignose the Caveman (Proto) - The Excellent Dizzy Collection (Proto) - Fantastic Dizzy - Micro Machines `*.SKR` - select the SMS Korean mapper. The following games require it: - Dallyeora Pigu Wang (Korea) (Unl) - Jang Pung II (Korea) (Unl) - Jang Pung 3 (Korea) (Unl) - Samgukji 3 (Korea) (Unl) Any other extention is valid, and will just load as either no mapper or the standard Sega one. The system will properly run larger, bankswitched BIOS ROMs such as the combined BIOS+Hang On, etc. ROMs. Some ROMs have a useless 512 byte header at the beginning that is mostly `x00`'s. If this is found, it is ignored. Some versions of the system have a `game reset` button. You may activate this feature by pressing `select` and `X` at the same time on a SNES controller. That is a safeguard to prevent it accidentally being pressed and resetting the game. Pause is mapped to the `start` button like you'd expect. Lastly, you can turn the YM2413 on and off. This is because a couple games crash if it's on. ## Problems and how to solve them **SG-1000**: Unselect `Use BIOS` for playing these games or select the Japanese BIOS. Also, select Japan as the Region in `System/Hardware`. *Terebi Oekaki*: needs a drawing tablet and will not start without it. **SMS**: You may need to pivot between the US and Japanese BIOSes for certain games to work. The US BIOS performs a region check and will not play games (such as Sega's Japanese games) that do not pass the check. - PAL games might have problems such as sprite flicker; this is normal and happens on an NTSC system too. - Some games (*Walter Payton Football*, *Spy vs. Spy*) need the US BIOS to work. The former runs but has initial title screen corruption and the latter doesn't start at all. - MSX Ports larger than 48K use unusual mappers and are not supported. - Games that require a paddle controller, light gun or the 3-D glasses will not work. - *Wanted* - you must turn off FM for this game to work but it still requires a light gun - *Super Tank* - select one of the `export` options in `System/Hardware`. - *Back to the Future 3* - locks up at black screen because it detects PAL/NTSC and will refuse to work if it detects NTSC ---------------------------- # Game Gear Core Release Notes Early models of Game Gear did not include a BIOS, but later ones did. If you wish to see that blue startup screen, you can by selecting the BIOS file under `core options`. The core will load a file with the name `ggbios.bin` (expected CRC32: `0EBEA9D4`) by default if found in the `/BIOS/` directory. Because there are three mappers, selecting one of the different mappers works by changing the file extention of the ROM file. A ROM that's 48K or less in size is run without a mapper; it is just loaded straight into `x0000-xBFFF`. A ROM greater than this size will use the standard Sega mapper. Other mappers supported: - `*.GCM` - selects the SMS Codemasters mappers - `*.GKR` - selects the SMS Korean mapper. Any other extention is valid, and will just load as either no mapper or the standard Sega one. ## Problems and how to solve them These games are not actually Game Gear games but were released on the system and operate in SMS mode. You can play them on the SMS core: - Castle of Illusion - Starring Mickey Mouse - Cave Dude (Proto) - Chase H.Q. - The Excellent Dizzy Collection - Fantastic Dizzy - Jang Pung II/Street Battle (Unl) - Olympic Gold - Out Run Europa - Predator 2 - Prince of Persia - Rastan Saga - R.C. Grand Prix - Street Hero (Unl) - Super Kick Off - Super Tetris (Unl) - WWF WrestleMania Steel Cage Challenge These games need the .GCM file extension: - CJ Elephant Fugitive - Cosmic Spacehead - (Archer MacLean's) Dropzone - Ernie Els Golf - The Excellent Dizzy Collection - Fantastic Dizzy - (S.S. Lucifer) Man Overboard! - Micro Machines - Micro Machines 2: Turbo Tournament - Pete Sampras Tennis The Core will not play any games that use EEPROM for saving properly at this time, they will refuse to load. The following games are the only known games to use EEPROM: - Hyper Pro Yakyuu '92 - Majors Pro Baseball, The - Pro Yakyuu GG League - World Series Baseball - World Series Baseball '95 (including prototypes) ------------------------------- # Colecovision Core Release Notes The Coleco core will run games designed for the unenhanced ColecoVision as well as Super Game Module games. Loading a BIOS is required for this Core to load ROMs. Load a BIOS under the `core options` menu. The Core will automatically load a file named `colbios.bin` if found in the `/BIOS/` directory, but you can use the Select New BIOS File option to select a BIOS file with any name. | Coleco BIOS CRC32 | Description | | ----------------- | ----------- | | `3AA93EF3` | Official | | `39BB16FC` | Unofficial, stylized font, can skip waiting | | `4999ABC6` | Bit Corp clone | ## Button mapping A SNES Controller (or any compatible 12-button controller) or SNES NTT Data Pad (NDK10) is ideal for this core. The NTT Data Pad's numberpad is directly mapped the Coleco controller's numberpad. ~~Same for the Famicom Network Controller (HVC-051).~~ If using a standard SNES Controller, this is how the Coleco numberpad maps to the SNES buttons: | SNES Button/Combo | Assignment | | ------------------- | ---------- | | `Start` | `1` (this usually selects the easiest game difficulty) | | `Select` | `3` (this usually selects a harder game) | | `X` | `#` (a popular option for some games to use as a start button) | | `A` | `*` (another popular option to start games) | | `L` + `up` | `0` | | `L` + `right` | `1` | | `L` + `down` | `2` | | `L` + `left` | `3` | | `R` + `up` | `4` | | `R` + `right` | `5` | | `R` + `down` | `6` | | `R` + `left` | `7` | | `L` + `R` + `up` | `8` | | `L` + `R` + `right` | `9` | ## Special ROM handling Two reproduction games, *The Black Onyx* and *Boxxle* use EEPROM for saving, 256 bytes and 32KB, respectively. Rename their extensions to `.ce0` and `.ce1`, respectively to get them working. A third reproduction game, *Gradius*, saves to flash memory and uses a custom mapper. Rename its extension to `.cf0` to get it working. -------------------------- # Gameboy Core Release Notes The Gameboy core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble). You must select the Gameboy's bootstrap (BIOS) for it to work. `dmgbios.bin` (expected CRC32: `59C8598E`) is the default file to be loaded if found in the `/BIOS/` directory. The Super Gameboy bootstrap `dmgbios2.bin` (example CRC32: `EC8A83B9`) also seems to work and skips the scrolling intro. --------------------------------- # Gameboy Color Core Release Notes The Gameboy Color core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble). You must select the Gameboy Color's bootstrap (BIOS) for it to work. `gbcbios.bin` (expected CRC32: `41884E46`) is the default file to be loaded if found in the `/BIOS/` directory. -------------------------------- # Intellivision Core Release Notes The Intellivision core supports games for the base system, the Intellivoice speech attachment and to some extent, the Enhanced Computer System addon (ECS). You will need the GROM binary `grom.bin` placed in the `/BIOS/` directory (expected CRC32: `683A4158`). You will need an Executive BIOS file (in INTV2 format) for Intellivision (expected default name: `intvexec1.bin`). This file can be selected by name in the core menu. The recommended BIOS to convert and use is `Executive ROM, The (1978) (Mattel).int`, aka `intv/exec.bin` from MAME, with CRC32: `CBCE86F7`, 8192 bytes. When converted to the INTV2 format to be used with the Nt Mini Noir, it is 8208 bytes with CRC32: `EEB54C63`. This converted file should be placed in the `/BIOS/` directory with the expected name `intvexec1.bin`. See further below for information on the INTV2 format. Note: You may also use the *Intellivision II* Executive BIOS (INTV2 format expected CRC32: `A85FC6DD`, 8728 bytes), but it may be incompatible with some games (e.g. *Carnival*, *Donkey Kong*, *Mouse Trap*, *Venture*). This particular rom can be found in [MAME](https://github.com/mamedev/mame/blob/master/src/mame/drivers/intv.cpp) (`intv/intv2/ro-3-9506-010.ic6`, 8704 bytes, CRC32: `DD7E1237`). The first 512 bytes are mapped to address 0x400, the remaining 8192 bytes are mapped to address 0x1000. To convert this file to INTV2 format, each of the two chunks need an eight-byte INTV2 header, with an INTV2 file trailer: `00 04 00 00 00 01 00 00` *(first 512 bytes of rom)* `00 10 00 00 00 10 00 00` *(remaining 8K bytes of rom)* `00 00 00 00 00 00 00 00` To use the Intellivoice, the 2K ROM for the speech chip has to be present in the `/BIOS/` directory and named `012.bin`. `012.bin` can be constructed by reversing the _bit_ order for each byte in `sp0256-012.bin` (CRC32: `0DE7579D`) from the `intv_voice` entry in MAME. ## Controller support Only the SNES NTT Data Pad (NDK10) ~~or the Famicom Network Controller (HVC-051)~~ can fully map the numberpads of the Intellivision controller. By default, the controller plugged into port two on the console will likely be seen as player one by the game, so the `Core Options` menu allows you to swap controllers. It also allows you to enable ECS, Intellivoice and Intellicart mapping. ## INTV2 ROM Format Because Intv games map themselves into various areas of memory, the ROM must be able to tell the Core into which areas of memory address space game code and data are to be loaded. There is more than one existing format for Intellivision ROMs. The existing Intellivision ROM conventions were deemed unsuitable to the Intellivision Core. To make something usable, a new file format was created called INTV2. It has the extension `.intv` and the Core will only load Intellivision ROMs in this format. The files are a relatively simple format. All data is stored in little endian form, with the lowest 8 bits first and the upper 2 bits (for decles) stored next with the top 6 bits `0`'s. This format allows the storage of 16 bit words too, since some homebrews use these instead. It is also stored in little endian format. Since the ROMs self-map into memory, some provision to define where data goes is needed, thus a chunked format was devised. Each file consists of 1 or more chunks, which define the start address in memory where the data is to be loaded, and its length followed by the actual data. The last chunk is simply an address and length of 0. All address and length values are little endian. Each field is 32 bits. The first 64K of the address space is the Intellivision's memory map directly. Each address is a word address, so `0x5000` is word address `0x5000` (which would technically be byte `0xa000` on a modern system). Here's an example using *Burgertime*. It is a 16K game (8K words). It maps into memory at `0x5000`, and has a length of `0x2000` (words). It is constructed as so: ``` / address \ / length \ ROM data / address \ / length \ 00 50 00 00 00 20 00 00 <16K of data follows> 00 00 00 00 00 00 00 00 ``` Bit 16 of the address right now selects if this area is writeable or not (i.e. RAM). The other bits may be used in the future for bankswitched games and/or homebrews as they arise. The BIOS you wish to use also needs to be in this format, since the different BIOSes (i.e. intv2) load data in different places. A utility to convert files to the INTV2 format can be found [here](https://github.com/dot-bob/int2intv). ---------------------------------- # Adventurevision Core Release Notes The Adventurevision core runs all games. The Code Red demo does not run as well as the games because it does not use BIOS routines for graphics drawing. There are two BIOS files needed for this core: | File | Description | | ------------- | ----------- | | `avbios.bin` | This is the 1K ROM found inside the 8048 on the system. CRC32: `279E33D1` | | `avsound.bin` | This is the 512 byte ROM on the sound CPU. CRC32: `81E95975` | Both of these need to be put in the `/BIOS/` directory and named as identified above. *Turtles* seems to have a graphical "bug" on it, the right size of the maze is shifted right by a pixel, but this is how the real system runs it. *Defender* likewise has a bad collision bug on original hardware, you can often shoot through enemies, this appears to occur due to the game checking only when your shots touch the edge of an enemy sprite. ------------------------------- # Arcadia 2001 Core Release Notes The Aradia 2001 core runs known 2001 games, but there are other systems based on the same/similar chips. Games for these systems may or may not run on this core. Several prototypes of released games have graphics issues that the released versions fixed. Some homebrews games rely on the numberpad rather than the joystick to move. ## Controls You can use the keypad of an SNES NTT Data Pad (NDK10) or press "chords" on a SNES controller. The "chording" works similar to the Colecovision: ``` Ltrig + up = 0 Ltrig + right = 1 Ltrig + down = 2 Ltrig + left = 3 Rtrig + up = 4 Rtrig + right = 5 Rtrig + down = 6 Rtrig + left = 7 Ltrig + Rtrig + up = 8 Ltrig + Rtrig + right = 9 Ltrig + Rtrig + down = * ``` These buttons don't require chording: ``` X = # A = option (both controllers) start = start (both controllers) select = select (both controllers) Y = fire button ``` ---------------------------- # Channel F Core Release Notes The Channel F BIOS is required to be present in the `/BIOS/` directory and it must be named `cfbios.bin` (expected CRC32: `2882C02D`). The BIOS should be a concatenation of: - `[BIOS] Fairchild Channel F (USA) (SL31253).bin` (CRC32: `04694ED9`), - `[BIOS] Fairchild Channel F (USA) (SL31254).bin` (CRC32: `9C047BA3`) resulting in a merged file with a CRC32 checksum of `2882C02D`. For example, via Windows command-line: ``` copy /B sl31253.bin + sl31254.bin cfbios.bin ``` ## Button mapping There are four buttons on the Channel F system to select a game, time length, and other things. Starting a game involves optionally setting these to start playing. On this core, the mapping of these four buttons is as such to a SNES controller: ``` 1 - left trigger 2 - right trigger 3 - select 4 - start ``` If you have an SNES NTT Data Pad (NDK10), `1, 2, 3, 4` map to `1, 2, 3, 4` on the NTT Data Pad's numeric keypad. Using it: When the system is reset, it says `G?` on the screen. It is asking which game to play. Hitting one of the four buttons results in selecting one of the 4 games on the cartridge. ``` (left trigger) 1 - "game 1" (from the cart, or the BIOS if "play bios games" file is run) (right trigger) 2 - "game 1" (from the cart, or the BIOS if "play bios games" file is run) (select) 3 - "game 3" (from the cart) (start) 4 - "game 4" (from the cart) ``` Next, it will print `S?` on the screen. You can either start a game now or enter more options. These options are: ``` (left trigger) 1 - time limit (right trigger) 2 - game speed/(mode or motion) (start) 4 - start game immediately ``` If you press `1` for a time limit, then `T?` is displayed. You can choose a time limit using the four buttons: ``` (left trigger) 1 - 2 minutes (right trigger) 2 - 5 minutes (select) 3 - 10 minutes (start) 4 - 20 minutes ``` At this time, you can press either `1`, `2`, or `4` since it should be back at the S? prompt. If you had pressed `2` for a mode (motion / speed) `M?` will be displayed. Generally, 1-4 will be the speed of the game from slow to fast. ``` (left trigger) 1 - speed 1 (right trigger) 2 - speed 2 (select) 3 - speed 3 (start) 4 - speed 4 ``` As with the time setting, it should be back at the `S?` prompt, ready for the next option. For general-variety playing, you can simply load a game and hit `ltrig`/`rtrig`/`select`/`start` then `start` to start one of the 4 games. It seems many games choose one controller port at random to use for player 1 (i.e. some games use controller port 1, some use controller port 2) so if a game does not seem playable, add a second controller or swap ports. ------------------------------- # Creativision Core Release Notes You must press `reset` after loading a game on this system to play it. The Creativision plays games and supports the keyboard but tape saving and loading are not working. The Creativision BIOS must be present in the `/BIOS/` directory and named `crbios.bin`, expected CRC32: `05602697` ## Button mapping Even though there is no support for a physical keyboard, the games are still playable using a regular controller. The `B` and `A` buttons are mapped to the two fire buttons, and `start`/`select` are mapped to the two most common buttons used to start the games. On startup, most games will run, show a demo mode and even appear to respond to controller input. To get out of demo mode, you must reset the system. ------------------------- # Gamate Core Release Notes This core needs a BIOS, and there's two known BIOSes: a Bit Corp version (CRC32: `07090415`) and a UMC version (CRC32: `03A5F3A7`). Either can be used, but it must be named `gmbios.bin` and placed in the `/BIOS/` directory on your SD card. There are three mappers on the system, and two of these can be distinguished by file size, however the multicart(s) need the `.GML` extension. So rename the file from i.e. `4-in-1.bin` to `4-in-1.gml` to run it. ------------------------- # Game King Core Release Notes This core needs a BIOS. It should be named `gkbios.bin` (sometimes it can be found named `gm218.bin`) and place it in the `/BIOS/` directory on your SD card. Expected CRC32: `5A1ADE3D`. There's three built in games to the system, so if you wish to play these, simply run the included file, `play bios games.bin`. This is an empty file consisting of nothing but bytes of `0xff`. This simulates having no cartridge in the system. ---------------------------- # Odyssey2 Core Release Notes The Odyssey2 core supports keyboards via PS2 and an adapter that plugs into the Famicom expansion port. If you wish to make an adapter, you can find the schematic in the `/SYSTEM/` directory. The Voice speech expansion add-on is also complete and fully functional if you wish to hear speech/sound effects in the games that support it. Some games (such as *Frogger*) play poorly with The Voice being enabled all the time, but most games will work fine with it enabled. On *Frogger* it will constantly repeat an allophone over and over. This is not a bug but a byproduct of how The Voice works. This core needs a BIOS. It should be named: ``` o2bios.bin - Main 8048 BIOS (1K byte) CRC32: 8016A315 ``` This BIOS file can be selected with `Core Options`. If you wish to use the voice, you need three files: ``` 019.bin - Speech ROM in the SP0256-019 speech chip (2K bytes) CRC32: 19355075 sp128_03.bin - Speech ROM resident in the speech module (16K bytes) CRC32: 66041B03 sp128_04.bin - Speech ROM in Sid the Spellbinder (16K bytes) CRC32: 6780C7D3 ``` `019.bin` can be constructed by reversing the _bit_ order for each byte in `sp0256b-019.bin` (CRC32: 4BB43724) from the `o2_voice` entry in MAME. Place them in the `/BIOS/` directory and name them as indicated above. The controller maps the directionals directly to the Odyssey2 directions as you'd expect. On a SNES controller the mapping is as follows : ``` Y is the fire button start is "1" on the keyboard select is "2" on the keyboard A is "3" on the keyboard X is "4" on the keyboard Ltrig is "enter" on the keyboard Rtrig is "clear" on the keyboard ``` Note that some games swap the two controllers from the majority of games, so player 2 is actually the controller to use for single player games. Keyboard mapping: If you make or buy the PS2 adapter and use a PS2 keyboard you can use it directly to simulate the Odyssey2 keyboard. All Odyssey2 keys map to their corresponding keys on a PC keyboard except "clear" which is mapped to backspace. Most games can be played without the keyboard, due to the mapping of 1-4 from the keyboard which are usually used to start games. Some games like *Killer Bees* start using the fire button. ------------------------------- # RCA Studio 2 Core Release Notes The Studio 2 core runs games and homebrew. The video display can be problematic on this Core, showing the following issues: - The selected entry on the menus flashes really fast. - The screen might scroll on reset. - You cannot see the menu on composite/rgb if the CPU is reset. These problems are related to how the system renders video, the CPU itself drives the video display, and when the CPU does not run, it does not generate video timing. Many games on this system them start with a black screen until you press a button. This is normal, refer to the instruction manual to determine how to start the game. This system requires a BIOS, and it must be named `rca2bios.bin` (CRC32: `A494B339`) and placed in the `/BIOS/` directory. The BIOS should be a concatenation of: - `84932.ic11` (CRC32: `283B7E65`), - `84933.ic12` (CRC32: `A396B77C`), - `85456.ic13` (CRC32: `D25CF97F`), - `85457.ic14` (CRC32: `74AA724F`) from the `studio2` entry in MAME, resulting in a merged file with a CRC32 checksum of `A494B339`. For example, via Windows command-line: ``` copy /B 84932.ic11 + 84933.ic12 + 85456.ic13 + 85457.ic14 rca2bios.bin ``` ## Controller mapping The system has two 10 key keypads. These are almost always used as a "joystick". Here is how it maps to a SNES Controller : | RCA Studio 2 keypad | SNES Controller | | ------------------- | --------------- | | `1` | `up`+`left` | | `2` | `up` | | `3` | `up`+`right` | | `4` | `left` | | `5` | `Y` | | `6` | `right` | | `7` | `down`+`left` | | `8` | `down` | | `9` | `down`+`right` | | `0` | `B` | You can hold down `A` which will disable the D-pad on the controller so you can easily press `1`, `3`, `9`, or `7` (the diagonals) without hitting one of the cardinal directions. If you have an SNES NTT Data Pad (NDK10), you can use its numberpad to hit `0`-`9`. This core uses a monochrome menu. This is normal. Note: When the system is first started and a game is loaded, it's overwritten by the BIOS games, so the first games that will play are the BIOS games. Loading another game or the same one again will cause it to load the game as desired. ------------------------------ # Supervision Core Release Notes The Supervision core plays all games and does not require a BIOS. *sssnake* appears to output a very quiet sound when you pick something up, but this is a bug in the program. The game is playing one of the drum samples really slowly so it doesn't make much sound. ----------------------------- # Videobrain Core Release Notes The Videobrain supports keyboards via a PS2 keyboard and the Odyssey2 adapter. This core needs a pair BIOS ROMs. They must be named: ``` uvres1.bin - The first BIOS file (2K bytes) CRC32: `065FE7C2` (commonly named "uvres 1n.d67" in the vidbrain entry in MAME) uvres2.bin - The second BIOS file (2K bytes) CRC32: `1D85D7BE` (commonly named "resn2.e5" in the vidbrain entry in MAME) ``` Place them in the `/BIOS/` directory. Controller mapping: The controller maps the directionals directly to the Videobrain's directionals `B` is the fire button ## Keyboard mapping If you use the PS2 adapter and keyboard, the PC keyboard maps as follows: `A`-`Z` maps to `A`-`Z` Capslock is the `shift` key because the Capslock function is controlled by the system. The state of shift is indicated on screen with a box at the bottom right. If it's black, it's unshifted and `A`-`Z` works like usual. If it's grey, shift is on and symbols and numbers are usable. The mapping of the keyboard when shifted and unshifted is as follows: Non-shifted characters: ``` A-Z, 0, space ``` Shifted characters: ``` 1-9, !, #, $, %, *, (, ), -, +, =, ., ', ", ? F9 - cent symbol F10 - pi symbol F11 - division symbol F12 - multiplication symbol ``` These characters and symbols are "dual mapped", because shift/nonshift is not known by the keyboard, due to the shift being handled in the VideoBrain itself, so if you are unshifted and press `%`, `Q` will print to the screen. Likewise if it is shifted and `Q` is pressed, `%` will appear. ``` F1 - restart/erase F2 - run/stop F3 - alarm/special F4 - clock/next F5 - color/previous F6 - text/back ``` ## Playing the games Many of the games need the keyboard to start them. There is an empty binary file that lets you use the built in BIOS functions. ---------------------- # Megaduck Release Notes Megaduck has no BIOS but it does have mappers. ## Special ROM handling There are two different mappers for Megaduck. They are selected by extension. `.MD1` selects the single 32K selectable bank mode, and `.MD2` selects the 16K selectable bank mode. All games greater than 32K need the `.MD2` extension except for the following two games: - *Puppet Knight* - *Suleiman's Treasure* These need the `.MD1` extension. 32K games do not need a special extension. ================================================ FILE: firmware/README.txt ================================================ ----------------- Table of Contents ----------------- You can navigate this document by using this list of the major topics covered in it: Updating the Firmware Latest Update Cores Menu NES/Famicom Core Release Notes Atari 2600 Core Release Notes Atari 7800 Core Release Notes Sega Genesis Core Release Notes SMS Core Release Notes Game Gear Core Release Notes Colecovision Core Release Notes Gameboy Core Release Notes Gameboy Color Core Release Notes Intellivision Core Release Notes Mandelbrot Core Release Notes Adventurevision Core Release Notes Arcadia 2001 Core Release Notes Channel F Core Release Notes Creativision Core Release Notes Gamate Core Release Notes Game King Core Release Notes Odyssey^2 Core Release Notes RCA Studio 2 Core Release Notes Supervision Core Release Notes Videobrain Core Release Notes Megaduck Release Notes Controller Support Summary Wireless Controller Functionality Reference Required/Supported BIOS Files Prior Update History --------------------- Updating the Firmware --------------------- First off, to use the JB mode, perform the following steps: * Format an SD card with FAT32. * Unzip this pack directly to the root of the SD card, keeping all directories/folders intact. * Add your ROMs to the proper directory. i.e. NES ROMs go in /NES/ * Insert the SD card into the nt mini and power it up. * The system will perform an update which takes approximately 3 minutes. The front LED will flash. * After the update, the system will reboot automatically. * The main menu should now give a new option, "Cores", to signify this is the JB mode! If you wish to install JUST the updates and not reformat your card, perform the following steps: * Replace the /SYSTEM/ directory on your SD card and all .NT2 files * Add any subdirectories that do not exist on your current card * Add any new BIOS files for Cores you wish to use, listed below, in the /BIOS directory. * Load any newly supported games into the new directories. * On powerup, the Nt Mini will update and will be ready to go! CAUTION: be sure to replace the .NT2 files in /system/cores with the ones in this archive or else new features and fixes that were added in this jailbreak version WILL NOT WORK. ------------- Latest Update ------------- (previous update notes will be found at the very bottom of the document) v6.7 release 05/04/23 * Fixes to CPU:PPU alignment which include: * Fixed: Battletoads crashing on level 2 * Fixed: Bonk's Adventure boss fight floor shaking * Fixed: Crystalis/God Slayer's inability to start game, getting stuck * Fixed: Famicom Disk Systems work regardless of dejitter setting (Not compatible with Zero Delay) * Fixed: Flintstones: Rescue of Dino & Hoppy jumping title screen and status bar * Fixed: Flintstones: Surprise at Dinosaur Peak jumping status bar * Fixed: G.I. Joe cartridge crashing * Fixed: Little Nemo cartridge freezing * Fixed: Mega Man V robot screen jumping * Fixed: Micro Mages graphical & audio glitches with cartridge * Fixed: Shadow of the Ninja freeze on opening cutscene * Fixed: Summer Carnival '92: Recca jumpy status bar * Fixed: Mighty Final Fight freezing * Fixed: Vice: Project Doom 2nd stage status bar jumping * Fixed: Kirby's Adventure PAL palette corruption on EverDrive N8 Pro (requires latest EverDrive N8 Pro OS) * Fixed: Vertical Green Lines in games using CHR-RAM (Castlevania, Legend of Zelda, Mega Man 1 & 2, Rygar, many others) and EverDrive N8 * Fixed: Crystalis freezing when a controller is inserted into port 2 * Fixed: Paperboy Player 2 control input * Fixed: Micro Mages 3-4 player control input * Added: Headphone Jack L/R Swap to Audio - Headphones (note will swap RCA jacks to opposite of their labeling) * Improved: Microphone sensitivity reversed, 0 is minimum intensity, 63 is maximum intensity. Default setting is tuned for most games supporting the microphone. * Improved: NSF Audio Levels & Panning settings separate from cartridge settings * Fixed: Atari 2600 graphic issues. * Fixed: Genesis, Sega Master System, Game Gear and ColecoVision Cores crash issue. * Fixed: Intellivision RAM not cleared before loading a game. * Improved: Intellivision's third fire button is now mapped to Famicom Network Controller's 0 button for easier access * Improved: Intellivision numberpad 0 button has been remapped to Famicom Network Controller's . button. * Improved: Odyssey^2 controllers swapped. ---------- Cores Menu ---------- The cores menu lets you select one of the various cores that are and will be available. To run a specific core (say, NES) simply select it. The loading takes approximately 4 seconds. During the core loading, the front LED will flicker rapidly to indicate it is loading. While this happens, the monitor will show no signal, since the FPGA is being reconfigured at this time. After the loading, the monitor will come back and you will be sitting in the file browser for this particular core (Mandelbrot does not have one). The key setup for the core menus are: * UP/DOWN: Navigate through the file browser one file at a time * LEFT/RIGHT: Page through the files in the file browser quickly, 21 at a time * B: Sends you up a directory * A: Run the game. * START: enter the settings menu. This is slightly different from the main menu. There may be a "Core Options" settings menu. Everything core specific will be found here. * SELECT: exit the menu and return to the file browser. Press select again to return to the currently running game. ------------------------------ NES/Famicom Core Release Notes ------------------------------ This core is extremely large and encompasses 280 mappers. All the major mappers and many other mappers are implemented and work. NES 2.0 headers are 100% supported and many NES 2.0 mappers are included. Every mapper was completely rewritten using the most current information available. *save games* ------------ Save game RAM is fully supported for many mappers, and has three modes: * always save * never save * prompt This allows you to control how save RAM saving works. Save filenames should be usable out to 256 characters or so now, which should encompass just about anything. EEPROM and Flash saving are not supported. EEPROM saving is used by some Mapper 16, Mapper 157 and all Mapper 159 games (Bandai releases and Datach Joint ROM System). Flash saving is used by Mappers 30 and 111 (Homebrew releases). *Expansion audio* ---------------- Expansion cartridge audio is supported. Unlike cart mode, however, the act of loading a ROM will force the proper expansion chip to be selected. This includes many pirate conversions of FDS games to cartridge (except for Tobadaise Daisuken, which had its FDS audio data removed.) *FDS* ----- Full FDS disk drive and RAM adapter emulation has been added. This allows FDS games to be played that consist of from 1 to 4 disk sides. The FDS images must be a multiple of 65500 bytes, and cannot contain headers. Valid file sizes in bytes: 65500 bytes - 1 disk side 131000 bytes - 2 disk sides (these first two are the most common) 196500 bytes - 3 disk sides (very rare) 262000 bytes - 4 disk sides (somewhat rare) To use the FDS functionality, an FDS BIOS needs to placed into the /BIOS/ directory. Any of the three BIOS dumps can be used: R0, R1, or the Twin Famicom version. It must be named fds.bin Several methods to load disks and change sides are provided in a new menu titled "FDS" that appears on the cores menu only when an FDS game is loaded. By default, "automatic" mode is selected. This mode will automatically load the first side of the FDS image and run it without user intervention. It will also detect the side and disk the game is attempting to load, and will automatically select the side for you. The loading prompts are also automatically passed so usually no intervention is required to play the games. There are a few exceptions to this, however, and a few games need to be loaded manually. These are listed later. When an FDS game is loaded, a new FDS menu appears on the main menu. This menu allows full control of the FDS "drive". In the menu, the auto/manual selection can be made, and a disk ejected, and/or a new side can be selected. Saving: When the file menu is opened, the FDS disk data is saved to a .sav file like with cartridge games, however the data is no longer in .fds format; it is in the expanded disk format with gaps and CRCs. This is due to the fact that .fds files must be expanded to be loaded. When loading a game with an existing .sav file, the .sav file will be loaded and the contents of the .fds will NOT be used, except to determine the number of disk sides the game contains. This means if you wish to reload a game from the .fds to play it, its .sav file must be deleted, or the .fds renamed. This way the original file is not modified. A .sav file will NOT be created unless the contents of the disk were modified. This means games that do not save to disk will not create .sav files. There are three ways to handle disk changing: Manual mode: You must manually select disks and sides in the menu. You do not need to eject before changing disks or sides; it will perform a 1/4th second eject for you. Semiautomatic mode functionality: This is the default mode. Pressing select will eject the disk as long as select is down, and for about 1/2 second after the button is released, and then auto-select the proper disk and side. Some games such as Doki Doki Panic have an unusually long wait to check for a disk being ejected so this accommodates that. Note that since select ejects the disk, it is not a good idea to do this while a game is loading since it will throw an error 01. Usually most games can recover from this though, and will attempt to load again. The same caveats with automatic mode follow over to semiautomatic mode with regards to a few games not being able to autodetect the side/disk. No known games or software have an issue with the disk being ejected once they have loaded, and only check it when they wish to load or are actively loading. Automatic mode functionality: The automatic mode works fine for most games except those outlined below. It has a few extra features that are activated by use of the select button on player 1. Some games, such as Zelda, will skip the title screen and directly load the game. To see the title screen, the select button can be held which will stop the automatic switching from happening until it is released. On a few games, it can take a few seconds for the automatic loading process to start. This is normal because every game has to read the state of the disk, and each one does it differently. A few games that use custom loading routines can produce "ERR 01" errors If this happens simply hold the select button down during the loading process. If a game seems unresponsive or won't autoload the disk, try holding down select for a second or so and/or tapping it to see if that unsticks it. These games cannot be used with auto mode because they have custom disk routines, or they do not specify the proper side when loading: Doremikko - does not specify proper side to load Koneko Monogatari - uses custom disk routines and not the BIOS Some unlicensed games don't specify the side to load Bishoujo Shashinkan - Moving School - reboots unless run in manual mode *other features* ---------------- Nt Mini Noir supports NES ROMs up to 16MiB in size with up to 32KiB of CHR-RAM and 64KiB of PRG-RAM. So you cannot have a 16MiB PRG-ROM with 64KiB of CHR-RAM, for example. Some mappers (mapper 90, multicart mappers, drip mapper) support dip switches. These can be found under the "Core Options" menu which is accessed by hitting START on the file browser for the NES core. Each time a game is loaded, the dipswitches will be cleared. For the Nintendo World Championships 1990 and Nintendo Campus Challenge 1991 competition cartridges, Dips 1-4 set the competition time and Dip 5 removes the time limit. Here are the settings for Dips 1-4: Dips 4321 - |time (mins) ------------------ OOOO - 5.001 OOOC - 5.316 OOCO - 5.629 OOCC - 5.942 OCOO - 6.254 (Official Tournament Times) OCOC - 6.567 OCCO - 6.880 OCCC - 7.193 COOO - 7.505 COOC - 7.818 COCO - 8.131 COCC - 8.444 CCOO - 8.756 CCOC - 9.070 CCCO - 9.318 CCCC - 9.695 O = switch open ("off"), C = switch closed ("on") Dip Switches always default to Off, so you should set the Dip Switches and then press Reset. These games are usually started by pressing Select. Coin insertion is done using the trigger on a 12 button controller, and can also be done on the dipswitch submenu if this mapper supports. All Vs. mappers and mapper 126 (arcade board) use this. Nt Mini Noir's Core Jailbreak has full Vs. System support for any known game which does not use Vs. Dual System capabilities. This means that Vs. Balloon Fight, Vs. Baseball, Vs. Ice Climber Dual, Vs. Mahjong, Vs. Tennis and Vs. Wrecking Crew are not playable, but the rest are playable. Vs. System games require full NES 2.0 headers to work properly. Use the NES 2.0 XML Database and the NES Header Repair Tool Python Script to fix your headers. Vs. Tetris - Has only 24KiB of PRG-ROM but the jailbreak will only load a ROM with 32KiB of PRG-ROM. You can add 8,192 padding bytes of 00s inserted between the header and start of the PRG-ROM to get the game to work. Vs. Raid on Bungeling Bay - Must have its protection check patched out. Vs. System games obtain their settings from a bank of eight dip switches, these will be found as Dips 1-8 under Core Options - Dip Switches. If you are not using a SNES-style controller, you can Add a Coin with the Dip Switch menu. With Vs. System games, you start games with the Select button on either Controller I or, for a two-player game, Controller II. Zappers are supported for Vs. games that use a light gun. Vs. System games that use one of the 2C04 PPUs will show very incorrect colors when run on a PPU that uses a regular palette (2C02, 2C03, 2C05, 2C07) On Nt Mini Noir the S-Video and Composite video output options generate palette colors like an original 2C02 or 2C07 would and cannot change their palettes. The result is that you will need to use Component, RGB or HDMI video to play these games with the proper colors. *problem solving* ----------------- This core is taking full advantage of NES 2.0 headers. This includes mappers, save RAM size, etc. It is highly recommended that you upgrade your ROM set. If some games will not run, it most likely is because the core needs more information contained in the 2.0 header, such as Star Tropics. Star Tropics is actually mapper 4.1 (MMC6). Some of the Sachen multi-carts also have issues inherent to their ROMs : Super Cartridge Ver 1 - 4 in 1 - Honey Peach has a broken triangle channel during title screen music, Super Cartridge Ver 5 - 7 in 1 - Magical Mathematics is missing its title screen audio and Super Cartridge Ver 7 - 4 in 1 - Silver Eagle's main character sprite gets glitchy when shooting. (complete list of implemented and tested mappers) 0 - NROM 1.0 - MMC1 1.5 - MMC1 with fixed PRG banking 2.0 - UNROM normal (no bus conflicts) 2.2 - UNROM bus conflicts 3 - CNROM normal (no bus conflicts) 3.2 - CNROM bus conflicts 4.0 - MMC3B 4.1 - MMC6 4.3 - MC-ACC (Acclaim MMC3 clone with different IRQ timing) 4.4 - MMC3A 5 - MMC5 7 - AxROM normal (no bus conflicts) 7.2 - AxROM bus conflicts 9 - MMC2 10 - MMC4 11 - colordreams (has bus conflicts) 12 - MMC3A variant with upper CHR bit select 13 - CPROM (has bus conflicts) 15 - mapper 15 16.4 - Bandai IRQ counter not latched 16.5 - Bandai IRQ counter latched (no EEPROM support yet) 18 - jaleco 19 - namco N163 21.0 - VRC2/VRC4 21.1 - VRC4a 22 - VRC2a 23.0 - VRC2/VRC4 23.1 - VRC4f 23.2 - VRC4e 23.3 - VRC2b 24 - VRC6 25.0 - VRC2/VRC4 25.1 - VRC4b 25.2 - VRC4d 25.3 - VRC2c 26 - VRC6 27 - World Hero 28 - action 53 29 - Sealie Computing Glider 30 - UNROM512 (no flash support yet) 31 - NSF 32.0 - Irem G-101 32.1 - Irem G-101 variant with 1 screen mirroring 33 - Taito TC0190 34 - BNROM and NINA-001 35 - mapper 90 variant with WRAM 36 - TXC 01-22000-400 37 - SMB + Tetris + NWC 38 - Bit Corp Crime Busters 39 - Subor Study and Game 40 - NTDEC 2722 SMB2j 41 - Caltron 6 in 1 42 - Bio Miracle FDS 43 - TONY-I and YS-612 44 - Super Big 7 in 1 45 - GA23C Multicarts 46 - Rumble Station 47 - Super Spike + NWC 48 - Taito TC0350 49 - Super HIK 4 in 1 50 - N-32 SMB2j 51 - 11 in 1 ball games 52 - Multicarts 53 - supervision 16 in 1 54 - Novel Diamond 999999 in 1 55 - Mario1-Malee2 56 - Kaiser SMB3 57 - Super GK 6 in 1 58 - Multicarts 59 - T3H53 Multicarts 60 - Reset-based multicarts 61 - 20 in 1 62 - 700 in 1 63 - Powerful 250 in 1 64 - Tengen RAMBO-1 65 - Irem H3001 66 - GxROM 67 - Sunsoft-3 68.0 - Sunsoft-4 68.1 - Sunsoft-4 dual cartridge system 69 - Sunsoft FME-7 70 - Bandai simple 71.0 - Codemasters UNROM-like 71.1 - Fire Hawk variant 72 - Jaleco JF-17 73 - VRC3 74 - Waixing 43-393/860908C 75 - VRC1 76 - Namco 3446 77 - Irem with VRAM 78.1 - Irem Cosmo Carrier 78.3 - Irem Holy Diver 79 - NINA-03 / NINA-06 80 - Taito X1-005 81 - Super Gun 82 - Taito X1-017 83.0 - Cony Mapper 256K CHR / heuristic 83.1 - 512K CHR 83.2 - 1M CHR 85 - VRC7 86 - Jaleco JF-13 87 - Jaleco 88 - Namco 118 variant 89 - Sunsoft 90 - mapper 90 inhibited ROM nametables and mirroring 91 - JY Company Super Fighter 3 92 - Jaleco 93 - Sunsoft-2 94 - UN1ROM 95 - Namco 118 variant 96 - Bandai simple 97 - Irem TAM-S1 99 - Vs. System 101 - Jaleco JF-10 102 - drip (moved to 284) 103 - Doki Doki Panic FDS conversion 104 - Pegasus 5 in 1 105 - NES-EVENT 106 - SMB3 bootleg 107 - Magic Dragon 108.1 - FDS-to-cartridge conversions 108.2 - FDS-to-cartridge conversions 108.3 - FDS-to-cartridge conversions 108.4 - FDS-to-cartridge conversions 109 - Great Wall (duplicate of 137) 110 - Sachen 74LS374N (duplicate of 243) 111 - GTROM (no flash support yet) 112 - San Guo Zhi - Qun Xiong Zheng Ba 113 - HES 6 in 1 114.0 - Multiple MMC3 with scrambling 114.1 - Multiple MMC3 with scrambling 115 - SFC-02B/-03/-004 boards 116.0 - SOMARI-P 116.1 - SOMARI-P 117 - san guo zhi 4 118 - TKSROM MMC3 + single screen mirroring 119 - TQROM MMC3 + CHR/RAM switching 120 - 3D worldrunner FDS conv. 121 - A9713 MMC3-clone-bearing protected board 122 - same as 184 123 - Scrambled MMC3 124 - Super Game Mega Type III (arcade board) 125 - FDS Monty on the Run 126 - MMC3 based multicart 127 - funky double dragon 2 pir8 128 - super HiK 4 in 1- chi den 129 - duplicate of 213 130 - NS03 7 in 1 multicart 131 - duplicate of 205 132 - TXC 133 - Sachen Jovial Race & Drunkard 134 - MMC3 clone with extensions 135 - (dupe) sachen 8259A-1 (mapper 141) 136 - Sachen 3011 137 - Sachen 8259D 138 - Sachen 8259B 139 - Sachen 8259C 140 - Jaleco JF-11/JF-14 141 - Sachen 8259A 142 - Kaiser FDS ports 143 - Sachen with lame protection 144 - Death Race 145 - Sachen CNROM-like 146 - functional equivelant to NINA-03 147 - Sachen 3018 148 - Sachen SA-008-A 149 - Sachen SA-0036 150 - Sachen SA-015 151 - Vs. VRC1 152 - Bandai 153 - Bandai with WRAM 154 - Namco 118 variant 155 - MMC1 without WRAM protection 156 - Open Daou 157 - Bandai joint ROM system 158 - Tengen 800037 159 - Bandai with 24C01 EEPROM (no EEPROM support yet) 163 - Nanjing Copy Protected clone games 164 - Final Fantasy V 166 - Subor 167 - Subor 168 - Racermate 169 - Contra 168 in 1 170 - Shiko Game Syu 171 - MMC1 with hardwired mirroring 172 - Super Mega P-4070 board 173 - Idea-Tek 174 - NTDec 5 in 1 180 - Crazy Climber 182 - same as 114 183 - Pirate Gimmick 184 - Sunsoft 185.4 - Protected CNROM 185.5 - Protected CNROM 185.6 - Protected CNROM 185.7 - Protected CNROM 186 - Studybox 187 - MMC3 clone with extensions 188 - Bandai Karaoke (microphone is supported) 189 - Thunder Warrior 190 - Magic Kid GooGoo 191 - MMC3 clone similar to 119 192 - MMC3 clone similar to 119 but lets RAM/ROM work at the same time 193 - NTDEC TC-112 194 - Super Robot Taisen 196 - MMC3 hacks that use BNROM and other address lines than A0 198 - Chinese Mapper 200 - 1200 in 1 201 - 8 in 1 202 - 150 in 1 203 - 35 in 1 204 - 64 in 1 205 - 15 in 1 206 - Namco 118 207 - Taito X1-005 209 - mapper 90 variant (original version with selectable ROM nametables and mirroring) 210 - namco 175/340 210.1 - namco 175 with hardwired mirroring 211 - mapper 90 variant forced ROM nametables and mirroring 212 - Super HIK 300 in 1 213 - duplicate of 58 214 - Super Gun 20 in 1 215 - MMC3 with scrambling 216 - magic jewelry 2 217 - 255 in 1 218 - Magic Floor 221 - NTDEC N625092 multicarts 225 - 52 Games 226 - 76 in 1 227 - 1200 in 1 228 - Action 52 229 - 31 in 1 230 - 22 in 1 231 - 20 in 1 232.0 - Codemasters Quattro series (hard reset to get back to menu) 232.1 - Aladdin version (hard reset to get back to menu) 233 - 42 in 1 234 - AVE Maxi 15 235 - Golden Game 150 in 1 236 - Realtec 8155 multicarts 237 - Teletubbies 420 in 1 240 - misc chinese mapper 241 - BxROM-like 242 - Wai Xing Zhan Shi 243 - Sachen SA-020A 244 - C&E Decathlon 245 - Waixing MMC3 clone 246 - Taiwan mapper 248 - same as 115 249 - funky MMC3 pirate doodle 250 - Time Diver Avenger 253 - VRC4 clone with VRAM extentions, waixing 254 - al senshi nicol 255 - 115 in 1 262 - Sachen Street Heroes (dipswitch 0 sets the game title screen) 281 - mapper 90 variant 256K outer bank 282 - mapper 90 variant 256K outer bank 284 - drip 290 - Asder 20 in 1 295 - mapper 90 variant 128K outer bank 302 - FDS Gyruss conversion 304 - Several FDS conversions 305 - FDS Castlevania 2 306 - Exciting Basket FDS conversion 307 - FDS Metroid 312 - Highway Star FDS Conversion 331 - duplicate of 130 346 - Zanac FDS Conversions 358 - mapper 90 variant 512K outer bank 389 - Caltron 9 in 1 413 - Super Russian Roulette 512 - Sachen Game of the Goose (honk honk!) 513 - Sachen Princess Maker game port 516 - Edubank MMC3 thing 533 - Sachen Middle School English 534 - Atari Flashback, Intellivision Play Power 552 - Taito X1-017 553 - Sachen Penguin and Seal (original version) 554 - FDS Castlevania conversion 555 - NES-EVENT2 CopyNES Mini ------------ This lets you dump cartridges and their save RAM (if equipped) directly to the SD card! There are many supported mappers. To dump a game, follow these steps: * Insert the game in question into the cartridge slot. * Select 'Run Cartridge' to make sure it works and is making good contact. * Enter the Tools menu and select "Copynes Mini". * Select the mapper that your game uses. Use the NES 2.0 XML Database to find the mapper for your game. * Note that it might take a while (up to 30 seconds) to determine the size of the ROMs on the cartridge. * After the game is dumped, you can enter a filename using the Confirm button. If no name is entered, it will save it with a filename determined by the sumcheck of the ROM. * If your game has battery backed WRAM, checking the Battery box with the Confirm button will save the contents of that WRAM to an .sav file. * Hitting Confirm will save the ROM, hitting Back will cancel any writing to the SD Card and your ROM and RAM will not be saved. That's it! You can test the game by going into the cores menu and selecting "NES", then going to the /COPYNES/ directory and running the ROM. ----------------------------- Atari 2600 Core Release Notes ----------------------------- The Atari 2600 core currently only supports joystick games. Atari 2600 games determine the number of scanlines they will use. In HDMI mode, the display window for Atari 2600 games is 160 pixels by 238 pixels, which is adequate for most games. A few games (Pick and Pile, and Acid Drop) produce far too many scanlines, the viewport can be centered so that most of the screen is visible. Controller mapping: ------------------- It is suggested to use a SNES controller or a Super Famicom NTT Data Keypad. If not, the difficulty switches and TV type and Supercharger load functionality is present in the core options menu. You can swap joystick ports virtually, because some games seem to use one or the other. This is also accessible in the core options menu. Y is the fire button (B on an NES controller). Left and right triggers toggle the difficulty switch for this player, while on player 1 X and A toggle the B&W/colour switch. X is colour, A is B&W. In most games, left trigger is hard, and right trigger is easy. Select and start are select and reset, respectively. Core Options menu: ------------------ You can enable/disable the Atarivox and the controller swap. A toggle for the difficulty and TV type switches is present. An option to load the next portion of a Supercharger ROM is also here. Supercharger games: ------------------- If you wish to play Supercharger games, you must rename the 2K Supercharger BIOS ROM to "scbios.bin" and place it in the /BIOS/ directory. When you wish to load a Supercharger game, press both A and X to 'press play on tape'. If you have a multiload game, you can press these again to do the next load when the game calls for it. Note: it takes about 1-2 seconds for the load to start when the A/X combo is pressed or the menu entry selected and pressed. Atarivox: --------- Atarivox is supported, via a PIC18F1320. The PIC ROM code is stored as avoxrom.bin and the PIC EEPROM data is stored as avoxee.bin. avoxrom.bin is 8K bytes, and avoxee.bin is 256 bytes. Place these two files in the /BIOS directory. Note that the EEPROM is the data on the PIC micro itself, and not the high score/setting EEPROM. The EEPROM that stores high scores, etc. is not implemented at this time. Supercharger Demo Unit: ----------------------- The demo unit is fully supported. To run it, you need to make a single 66K file consisting of the 64K worth of data EPROMs, followed by the 2K EPROM. Palettes: --------- All three palettes are supported: NTSC, PAL, and SECAM. There is also an "automatic" mode that will select between NTSC and PAL in most cases. It does this by checking the scanline count. If it's greater than 284, then the PAL palette is selected, otherwise NTSC is. You can force a palette to either of the three, or automatic in the core settings menu. Mappers and ROMs: ----------------- The 2600 has no standardized ROM header format, making it difficult to determine the identity of any extra hardware on the cartridge. The 2600 core determines the ROM's mapper based on file size, and then file extension. The mapper is determined like so: (filesize) 2048 bytes - standard 2K game, no bankswitching 4096 bytes - standard 4K game, no bankswitching 8192 bytes - standard 8K game, uses F8 (FFF8/FFF9) bankswitching 16384 bytes - standard 16K game, uses F6 (FFF6-FFF9) bankswitching 32768 bytes - standard 32K game, uses F4 (FFF4-FFFA) bankswitching 65536 bytes - Dynacom Megaboy 12288 bytes - RAM+ (FA) 10240 bytes - Pitfall 2 (DPC) 10495 bytes - Pitfall 2 (DPC) 24576 bytes - 24K (FA2) 8448 bytes - Supercharger single load 16896 bytes - Supercharger dual load 25344 bytes - Supercharger triple load 33792 bytes - Supercharger quad load 67584 bytes - Supercharger demo unit For 8K, 16K, and 32K games, superchip RAM is detected by looking at the first 256 bytes of the file. If it is all 0x00 or 0xff then the game is assumed to have RAM here. At this point, the extension is checked. If it matches one of the below, then this mapper is selected: *.ACT - Activision 8K FE banking *.PB - Parker Bros. E0 mapping *.TV - Tigervision 3F mapping *.TVR - Tigervision 3E (with RAM) mapping *.MN - M-network E7 mapping *.CV - Commavid extra RAM *.EB - Econobanking *.EF - EF Bankswitching *.EFR - EF with RAM *.UA - UA bankswitching *.X07 - X07 bankswitching *.SB - Superbanking Note: A popular ROM pack may show certain characters in file names as flashing characters (i.e. pele's soccer). These show up as flashing characters in the menu. This is normal because they are outside of the ASCII range later. The following changes need to be made to get these games to run: These need the .ACT extension: Decathlon Robot Tank Thwocker These need the .PB extension: Frogger II Gyruss James Bond 007 Lord of the Rings Montezuma's Revenge Mr Do's Castle Popeye Q-bert's Qubes Star Wars: Return of the Jedi Star Wars: The Arcade Game Super Cobra Tooth Protectors Tutankham These need the .TV extension: Espial Miner 2049'er Miner 2049'er Vol 2 Polaris River patrol Springer These need the .MN extension: Bump 'n' Jump Burgertime Masters of the Universe Anteater Golden SKull Treasures of Tarmin These need the .CV extension: Magicard Video Life Other changes: Dig Dug needs to have the first 256 bytes zeroed out (or set to all FF's) so that the extra RAM can be detected properly. ----------------------------- Atari 7800 Core Release Notes ----------------------------- This Atari 7800 core supports official games and pokey sound. It currently only supports joysticks and does not run 2600 games. Two button controllers appear to be working. Controller mapping: ------------------- This core requires the use of a SNES controller if you wish to manipulate the pause button and difficulty switches. X is pause on either controller. L and R triggers change the difficulty switch position for the respective player. Select and start are select and reset, respectively. The difficulty switches can also be toggled with Core Options. Mappers and ROMs: ----------------- Atari 7800 ROMs use headers. There are a few ROMs with bad headers, here is how to fix some of them : * Commando has no Pokey sound - the header needs to have it enabled. (0036h needs to be 03h instead of 02h) * There's a broken version of Summer Games and Winter Games. Both need address 0036h changed from 02h to 06h. * There is a broken version of Sentinel as well. Byte 0036h needs to be 02h instead of 03h. This core needs a BIOS to run which you can select with Core Options. The Core will load the file 7800bios.bin found in the /BIOS/ Directory by default. ------------------------------- Sega Genesis Core Release Notes ------------------------------- The Sega core supports all official Genesis ROMs except for Virtua Racing and does not run 32x ROMs and some uncommon Taiwan unlicensed games. *Button Mapping* ---------------- With a NES controller, Button C on a Genesis 3-button controller is mapped to Select. Other mappings are as follows : Genesis SNES/NTT Data Keypad A = B B = Y C = A X = X Y = L Z = R Genesis 8bitdo M30 A = B B = Y C = A X = X Y = Z Z = C Genesis Famicom Network A = 0 B = B C = A X = 6 Y = # Z = . ------------------------------ SMS/SG-1000 Core Release Notes ------------------------------ The SMS core runs games released for the Sega Mark III and the Master System. This core also runs SG-1000 games but you must use the Japanese BIOS or no BIOS, however. You can select a BIOS or disable a BIOS in the "Core Options" menu. Disabling it all the time may not be ideal because a few games rely on it running first to set memory (see below for a list). The BIOS is only loaded when a game is loaded. To change the BIOS you must reload the game. If it is missing, loading will fail and it will return you to the core menu. Place the BIOS into the /BIOS/ directory on the SD card and try again, or turn the BIOS off in the "Core Options" menu. The core will load the file with the name smsbios.bin by default if one is found in the /BIOS/ directory. You may need to change to an "export" region under "System/Hardware" to get some games or BIOSes to work. Because there are three mappers supported, selecting one of the different mappers works by changing the file extention of the ROM file. A ROM that's 48K or less in size is run without a mapper; it is just loaded straight into 0000-BFFF. A ROM with a size greater than 48K will use the standard Sega mapper. Other mappers supported: *.SCM - selects the SMS Codemasters mapper. The following games require it : Cosmic Spacehead Dinobasher - Starring Bignose the Caveman (Proto) The Excellent Dizzy Collection (Proto) Fantastic Dizzy Micro Machines *.SKR - select the SMS Korean mapper. The following games require it : Dallyeora Pigu Wang (Korea) (Unl) Jang Pung II (Korea) (Unl) Jang Pung 3 (Korea) (Unl) Samgukji 3 (Korea) (Unl) Any other extention is valid, and will just load as either no mapper or the standard Sega one. The system will properly run larger, bankswitched BIOS ROMs such as the combined BIOS+Hang On, etc. ROMs. Some ROMs have a useless 512 byte header at the beginning that is mostly 0's. If this is found, it is ignored. Some versions of the system have a "game reset" button. You may activate this feature by pressing select and X at the same time on a SNES controller or by pressing the "End" button on Famicom Network or Super Famicom NTT Data Keypad. That is a safeguard to prevent it accidentally being pressed and resetting the game. Pause is mapped to the start button like you'd expect. Lastly, you can turn the YM2413 on and off. This is because a couple games crash if it's on. *Problems and how to solve them* -------------------------------- SG-1000: Unselect "Use BIOS" for playing these games or select the Japanese BIOS. Also, select Japan as the Region in System/Hardware. Terebi Oekaki: needs a drawing tablet and will not start without it. SMS: You may need to pivot between the US and Japanese BIOSes for certain games to work. The US BIOS performs a region check and will not play games (such as Sega's Japanese games) that do not pass the check. * PAL games might have problems such as sprite flicker- this is normal and happens on an NTSC system too. * Some games (Walter Payton Football, Spy vs. Spy) need the US BIOS to work. The former runs but has initial title screen corruption and the latter doesn't start at all. * MSX Ports larger than 48K use unusual mappers and are not supported. * Games that require a paddle controller, light gun or the 3-D glasses will not work. * Wanted - you must turn off FM for this game to work but it still requires a light gun, so the game is not playable. * Super Tank - select one of the "export" options in System/Hardware. * Back to the Future 3 - locks up at black screen because it detects PAL/NTSC and will refuse to work if it detects NTSC. It is a PAL game. ---------------------------- Game Gear Core Release Notes ---------------------------- Early models of Game Gear did not include a BIOS, but later ones did. If you wish to see that blue startup screen, you can by selecting the BIOS file under "core options". The core will load a file with the name ggbios.bin by default if found in the /BIOS/ directory. Because there are three mappers, selecting one of the different mappers works by changing the file extention of the ROM file. A ROM that's 48K or less in size is run without a mapper; it is just loaded straight into 0000-BFFF. A ROM greater than this size will use the standard Sega mapper. Other mappers supported: *.GCM - selects the SMS Codemasters mappers *.GKR - selects the SMS Korean mapper. Any other extention is valid, and will just load as either no mapper or the standard Sega one. *Problems and how to solve them* -------------------------------- These games are not actually Game Gear games but were released on the system and operate in SMS mode. You can play them on the SMS core: Castle of Illusion - Starring Mickey Mouse Cave Dude (Proto) Chase H.Q. The Excellent Dizzy Collection Fantastic Dizzy Jang Pung II/Street Battle (Unl) Olympic Gold Out Run Europa Predator 2 Prince of Persia Rastan Saga R.C. Grand Prix Street Hero (Unl) Super Kick Off Super Tetris (Unl) WWF WrestleMania Steel Cage Challenge These games need the .GCM file extension : CJ Elephant Fugitive Cosmic Spacehead (Archer MacLean's) Dropzone Ernie Els Golf The Excellent Dizzy Collection Fantastic Dizzy (S.S. Lucifer) Man Overboard! Micro Machines Micro Machines 2: Turbo Tournament Pete Sampras Tennis The Core will not play any games that use EEPROM for saving, they will refuse to load. The following games are the only known games to use EEPROM : Hyper Pro Yakyuu '92 Majors Pro Baseball, The Pro Yakyuu GG League World Series Baseball World Series Baseball '95 (including prototypes) Colecovision Core Release Notes ------------------------------- The Coleco core will run games designed for the unenhanced ColecoVision as well as Super Game Module games. Loading a BIOS is required for this Core to load ROMs. Load a BIOS under the core options menu. The Core will automatically load a file named "colbios.bin" if found in the /BIOS/ directory, but you can use the Select New BIOS File option to select a BIOS file with any name. *Button mapping* ---------------- A SNES Controller (or any compatible 12-button controller) is necessary to use this Core. The Famicom Network Controller or Super Famicom NTT Data Keypad are the ideal controllers for this core. The Super Famicom NTT Data Keypad's numberpad is directly mapped the Coleco controller's numberpad. Same for the Famicom Network Controller. If using a standard SNES Controller, this is how the Coleco numberpad maps to the SNES buttons : Start - mapped to 1 (this usually selects the easiest game difficulty) Select - mapped to 3 (this usually selects a harder game) X - mapped to # (a popular option for some games to use as a start button) A - mapped to * (another popular option to start games) The other numbers are gotten by using the left and right triggers in various combinations with directionals: Ltrig + up = 0 Ltrig + right = 1 Ltrig + down = 2 Ltrig + left = 3 Rtrig + up = 4 Rtrig + right = 5 Rtrig + down = 6 Rtrig + left = 7 Ltrig + Rtrig + up = 8 Ltrig + Rtrig + right = 9 *Special ROM handling* --------------------------------- Two reproduction games, The Black Onyx and Boxxle use EEPROM for saving, 256 bytes and 32KB, respectively. Rename their extensions to .ce0 and .ce1, respectively to get them working. A third reproduction game, Gradius, saves to flash memory and uses a custom mapper. Rename its extension to .cf0 to get it working. -------------------------- Gameboy Core Release Notes -------------------------- The Gameboy core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble). You must select the Gameboy's bootstrap (BIOS) for it to work. dmgbios.bin is the default file to be loaded if found in the /BIOS/ directory. The Super Gameboy bootstrap also seems to work and skips the scrolling intro. -------------------------------- Gameboy Color Core Release Notes -------------------------------- The Gameboy Color core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble). You must select the Gameboy Color's bootstrap (BIOS) for it to work. gbcbios.bin is the default file to be loaded if found in the /BIOS/ directory. -------------------------------- Intellivision Core Release Notes -------------------------------- The Intellivision core supports games for the base system, the Intellivoice speech attachment and to some extent, the Enhanced Computer System addon (ECS). You may load the Executive BIOS file for the Intellivision by name. You will also need the GROM binary placed in the /BIOS/ directory. To use the Intellivoice, the 2K ROM for the speech chip has to be present in the /BIOS/ directory and named 012.bin. *Controller support* -------------------- Only the Super Famicom NTT Data Keypad or the Famicom Network Controller can fully map the numberpads of the Intellivision controller. By default, the controller plugged into port two on the console will likely be seen as player one by the game, so the Core Options menu allows you to swap controllers. It also allows you to enable ECS, Intellivoice and Intellicart mapping. *INTV2 ROM Format* ------------------ Because Intv games map themselves into various areas of memory, the ROM must be able to tell the Core into which areas of memory address space game code and data are to be loaded. There is more than one existing format for Intellivision ROMs. The existing Intellivision ROM conventions were deemed unsuitable to the Intellivision Core. To make something usable, a new file format was created called INTV2. It has the extension .intv and the Core will only load Intellivision ROMs in this format. The files are a relatively simple format. All data is stored in little endian form, with the lowest 8 bits first and the upper 2 bits (for decles) stored next with the top 6 bits 0's. This format allows the storage of 16 bit words too, since some homebrews use these instead. It is also stored in little endian format. Since the ROMs self-map into memory, some provision to define where data goes is needed, thus a chunked format was devised. Each file consists of 1 or more chunks, which define the start address in memory where the data is to be loaded, and its length followed by the actual data. The last chunk is simply an address and length of 0. All address and length values are little endian. Each field is 32 bits. The first 64K of the address space is the Intellivision's memory map directly. Each address is a word address, so 0x5000 is word address 0x5000 (which would technically be byte 0xa000 on a modern system). Here's an example using Burgertime. It is a 16K game (8K words). It maps into memory at 0x5000, and has a length of 0x2000 (words). It is constructed as so: / address \ / length \ ROM data / address \ / length \ 00 50 00 00 00 20 00 00 <16K of data follows> 00 00 00 00 00 00 00 00 Bit 16 of the address right now selects if this area is writeable or not (i.e. RAM). The other bits may be used in the future for bankswitched games and/or homebrews as they arise. The BIOS you wish to use also needs to be in this format, since the different BIOSes (i.e. intv2) load data in different places. ----------------------------- Mandelbrot Core Release Notes ----------------------------- The Mandelbrot Core only works with an HDMI video connection, it does not work via analog video output. To exit the Core "blind", press Menu, then B then A. With a NES Controller, zooming into the Set is accomplished by using button B and zooming out by using button A. Moving the D-pad will move around the Set. Pressing Start will reset to the default view of the Set and pressing Select will show a Julia Set representation based on the current center coordinates of the screen for the Mandelbrot Set. The further you are zoomed in on the Mandelbrot Set, the Julia Index changes in increasingly finer steps. The Core has a finite ability to zoom in on a Set and eventually will begin to "stretch" the image instead of zooming in on the patterns. If zoomed in beyond the maximum zoom, you may see a display glitch of purple vertical lines. This glitch will persist until you press Start to reset the zoom and positioning or zoom into a frame without the purple stripes and then zoom out. This Core is best experienced with a SNES Controller. With a SNES Controller, button Y zooms in and button B zooms out. The Mandelbrot Set renders internally at 640x480, but the resolution is halved 320x240 by default, use button A to change it to 640x480. The higher resolution will make movement and zooming slower, as will increasing the Number of Iterations in the Core Options, but will give more detail to the set. The shoulder buttons L and R allow for color cycling outside the plotted set and the X button will adjust the Julia Index to sweep through many nearby Julia Sets. ---------------------------------- Adventurevision Core Release Notes ---------------------------------- The Adventurevision core runs all games. The Code Red demo does not run as well as the games because it does not use BIOS routines for graphics drawing. There are two BIOS files needed for this core: avbios.bin - This is the 1K ROM found inside the 8048 on the system. avsound.bin - This is the 512 byte ROM on the sound CPU. Both of these need to be put in the /BIOS/ directory and named as identified above. Turtles seems to have a graphical "bug" on it, the right size of the maze is shifted right by a pixel, but this is how the real system runs it. Defender likewise has a bad collision bug on original hardware, you can often shoot through enemies, this appears to occur due to the game checking only when your shots touch the edge of an enemy sprite. ------------------------------- Arcadia 2001 Core Release Notes ------------------------------- The Aradia 2001 core runs known 2001 games, but there are other systems based on the same/similar chips. Games for these systems may or may not run on this core. Several prototypes of released games have graphics issues that the released versions fixed. Some homebrews games rely on the numberpad rather than the joystick to move. Controls: --------- You can use the keypad of a Super Famicom NTT Data Keypad or press "chords" on a SNES controller. The "chording" works similar to the Colecovision: Ltrig + up = 0 Ltrig + right = 1 Ltrig + down = 2 Ltrig + left = 3 Rtrig + up = 4 Rtrig + right = 5 Rtrig + down = 6 Rtrig + left = 7 Ltrig + Rtrig + up = 8 Ltrig + Rtrig + right = 9 Ltrig + Rtrig + down = * These buttons don't require chording: X = # A = option (both controllers) start = start (both controllers) select = select (both controllers) Y = fire button ---------------------------- Channel F Core Release Notes ---------------------------- The Channel F BIOS is required to be present in the /BIOS/ directory and it must be named cfbios.bin. *Button mapping* ---------------- There are four buttons on the Channel F system to select a game, time length, and other things. Starting a game involves optionally setting these to start playing. On this core, the mapping of these four buttons is as such to a SNES controller: 1 - left trigger 2 - right trigger 3 - select 4 - start If you have a Super Famicom NTT Data Keypad, 1, 2, 3, 4 map to 1, 2, 3, 4 on the Super Famicom NTT Data Keypad's numeric keypad. Using it: When the system is reset, it says G? on the screen. It is asking which game to play. Hitting one of the four buttons results in selecting one of the 4 games on the cartridge. (left trigger) 1 - "game 1" (from the cart, or the BIOS if "play bios games" file is run) (right trigger) 2 - "game 1" (from the cart, or the BIOS if "play bios games" file is run) (select) 3 - "game 3" (from the cart) (start) 4 - "game 4" (from the cart) Next, it will print S? on the screen. You can either start a game now or enter more options. These options are: (left trigger) 1 - time limit (right trigger) 2 - game speed/(mode or motion) (start) 4 - start game immediately If you press 1 for a time limit, then T? is displayed. You can choose a time limit using the four buttons: (left trigger) 1 - 2 minutes (right trigger) 2 - 5 minutes (select) 3 - 10 minutes (start) 4 - 20 minutes At this time, you can press either 1, 2, or 4 since it should be back at the S? prompt. If you had pressed 2 for a mode (motion / speed) M? will be displayed. Generally, 1-4 will be the speed of the game from slow to fast. (left trigger) 1 - speed 1 (right trigger) 2 - speed 2 (select) 3 - speed 3 (start) 4 - speed 4 As with the time setting, it should be back at the S? prompt, ready for the next option. For general-variety playing, you can simply load a game and hit ltrig/rtrig/select/start then start to start one of the 4 games. It seems many games choose one controller port at random to use for player 1 (i.e. some games use controller port 1, some use controller port 2) so if a game does not seem playable, add a second controller or swap ports. ------------------------------- Creativision Core Release Notes ------------------------------- You must press reset after loading a game on this system to play it. The Creativision plays games and supports the keyboard but tape saving and loading are not working. The Creativision BIOS must be present in the /BIOS/ directory and named crbios.bin. *Button mapping* ---------------- Even though there is no support for a physical keyboard, the games are still playable using a regular controller. The B and A buttons are mapped to the two fire buttons, and start/select are mapped to the two most common buttons used to start the games. On startup, most games will run, show a demo mode and even appear to respond to controller input. To get out of demo mode, you must reset the system. ------------------------- Gamate Core Release Notes ------------------------- This core needs a BIOS, and there's two known BIOSes- a Bit Corp version and a UMC version. Either can be used, but it must be named: gmbios.bin and placed in the /BIOS directory on your SD card. There are three mappers on the system, and two of these can be distinguished by file size, however the multicart(s) need the .GML extension. So rename the file from i.e. 4-in-1.bin to 4-in-1.gml to run it. ---------------------------- Game King Core Release Notes ---------------------------- This core needs a BIOS. It should be named: gkbios.bin Sometimes it can be found named gm218.bin placed it in the /BIOS directory on your SD card. There's three built in games to the system, so if you wish to play these, simply run the included file, "play bios games.bin". This is an empty file consisting of nothing but bytes of 0xff. This simulates having no cartridge in the system. ---------------------------- Odyssey^2 Core Release Notes ---------------------------- The Odyssey^2 core supports keyboards via PS2 and an adapter that plugs into the Famicom expansion port. If you wish to make an adapter, you can find the schematic in the /SYSTEM/ directory. The Voice speech expansion add-on is also complete and fully functional if you wish to hear speech/sound effects in the games that support it. Some games (such as Frogger) play poorly with The Voice being enabled all the time, but most games will work fine with it enabled. On Frogger it will constantly repeat an allophone over and over. This is not a bug but a byproduct of how The Voice works. This core needs a BIOS. It should be named: o2bios.bin - Main 8048 BIOS (1K byte) This BIOS file can be selected with Core Options. If you wish to use the voice, you need three files: 019.bin - Speech ROM in the SP0256-019 speech chip (2K bytes) sp128_03.bin - Speech ROM resident in the speech module (16K bytes) sp128_04.bin - Speech ROM in Sid the Spellbinder (16K bytes) Place them in the /BIOS/ directory and name them as indicated above. Controller mapping: The controller maps the directionals directly to the Odyssey^2 directions as you'd expect. On a SNES controller the mapping is as follows : Y is the fire button start is "1" on the keyboard select is "2" on the keyboard A is "3" on the keyboard X is "4" on the keyboard Ltrig is "enter" on the keyboard Rtrig is "clear" on the keyboard Note that some games swap the two controllers from the majority of games, so player 2 is actually the controller to use for single player games. Keyboard mapping: If you make or buy the PS2 adapter and use a PS2 keyboard you can use it directly to simulate the Odyssey^2 keyboard. All Odyssey^2 keys map to their corresponding keys on a PC keyboard except "clear" which is mapped to backspace. Most games can be played without the keyboard, due to the mapping of 1-4 from the keyboard which are usually used to start games. Some games like Killer Bees start using the fire button. ------------------------------- RCA Studio 2 Core Release Notes ------------------------------- The Studio 2 core runs games and homebrew. The video display can be problematic on this Core, showing the following issues: * The selected entry on the menus flashes really fast. * The screen might scroll on reset * You cannot see the menu on composite/rgb if the CPU is reset. These problems are related to how the system renders video, the CPU itself drives the video display, and when the CPU does not run, it does not generate video timing. Many games on this system them start with a black screen until you press a button. This is normal, refer to the instruction manual to determine how to start the game. This system requires a BIOS, and it must be named "rca2bios.bin" and placed in the /BIOS/ directory. Controller mapping: ------------------- The system has two 10 key keypads. These are almost always used as a "joystick". Here is how it maps to a SNES Controller : 1, 2, 3, 6, 9, 8, 7, 4 equal up, up/left, up, up/right, right, down/right, down, down/left, and left respectively. 5 and 0 are mapped to Y and B respectively. You can hold down A which will disable the D pad on the controller so you can easily press 1, 3, 9, or 7 (the diagonals) without hitting one of the cardinal directions. If you have a Super Famicom NTT Data Keypad, you can use its numberpad to hit 0-9. This core uses a monochrome menu. This is normal. Note: When the system is first started and a game is loaded, it's overwritten by the BIOS games, so the first games that will play are the BIOS games. Loading another game or the same one again will cause it to load the game as desired. ------------------------------ Supervision Core Release Notes ------------------------------ The Supervision core plays all games and does not require a BIOS. sssnake appears to output a very quiet sound when you pick something up, but this is a bug in the program. The game is playing one of the drum samples really slowly so it doesn't make much sound. ----------------------------- Videobrain Core Release Notes ----------------------------- The Videobrain supports keyboards via a PS2 keyboard and the Odyssey^2 adapter. This core needs a pair BIOS ROMs. They must be named: uvres1.bin - The first BIOS file (2K bytes) uvres2.bin - The second BIOS file (2K bytes) Place them in the /BIOS/ directory. Controller mapping: The controller maps the directionals directly to the Videobrain's directionals B is the fire button Keyboard mapping: ----------------- If you use the PS2 adapter and keyboard, the PC keyboard maps as follows : A-Z maps to A-Z Capslock is the Shift key because the Capslock function is controlled by the system. The state of shift is indicated on screen with a box at the bottom right. If it's black, it's unshifted and A-Z works like usual. If it's grey, shift is on and symbols and numbers are usable. The mapping of the keyboard when shifted and unshifted is as follows: Non-shifted characters: A-Z, 0, space Shifted characters: 1-9, !, #, $, %, *, (, ), -, +, =, ., ', ", ? F9 - cent symbol F10 - pi symbol F11 - division symbol F12 - multiplication symbol These characters and symbols are "dual mapped", because shift/nonshift is not known by the keyboard, due to the shift being handled in the VideoBrain itself, so if you are unshifted and press %, Q will print to the screen. Likewise if it is shifted and Q is pressed, % will appear. F1 - restart/erase F2 - run/stop F3 - alarm/special F4 - clock/next F5 - color/previous F6 - text/back Playing the games: ------------------ Many of the games need the keyboard to start them. There is an empty binary file that lets you use the built in BIOS functions. ---------------------- Megaduck Release Notes ---------------------- Megaduck has no BIOS but it does have mappers. *Special ROM handling* --------------------------------- There are two different mappers for Megaduck. They are selected by extension. .MD1 selects the single 32K selectable bank mode, and .MD2 selects the 16K selectable bank mode. All games greater than 32K need the .MD2 extension except for the following two games: Puppet Knight and Suleiman's Treasure. These need the .MD1 extension. 32K games do not need a special extension. -------------------------- Controller Support Summary -------------------------- Core Name NES SNES FC Net NTT Data Note Ref # NES F E L E 1 NSF Player F F N F Atari 2600 F E N E 2 Atari 7800 F E N E 3 Genesis L F F F 4 SMS/SG-1000 F E E E 5 Game Gear F F F F Colecovision L F E E 6 Gameboy F F N F GBC F F N F Intellivision L L F F 7 Mandelbrot L F N F 8 SPC Player F F N F Adv. Vision F F N F Arcadia 2001 L F N E 6 Channel F L F N E 9 Creativision F F N F 10 Gamate F F N F Game King F F N F Odyssey^2 L L N L 11 RCA Studio II F E N E+ 12 Supervision F F N F Video Brain L L N L 11 Megaduck F F N F Key Designation Explanation Full Functionality F Controller is fully functional with this Core Extra Functionality E Controller brings extra convenience to using the Core, but is not essential Limited Functionality L Controller does not have sufficient features to play all games another controller has for this Core Notes 1 - FC Network works as a Standard Famicom Controller 3 with its limitations (no menu access, requires per-game support to be read as Controller 1). SNES Shoulder Buttons allow Vs. Coin input. 2 - SNES Buttons Allow Control over TV Type, Difficulty Switches and Supercharger Load without Menu Access 3 - SNES Buttons Allow Control Pause and Difficult Switches without Menu 4 - NES cannot support 6-button controller input 5 - Non-NES controllers add reset button support, which was only present for original Master Systems 6 - NES has no numberpad support, SNES requires D-Pad and Button combo for numberpad 7 - NES and SNES have no numberpad support 8 - SNES Buttons allow for resolution change (A), color cycling (L & R) and Julia Index manipulation (X) 9 - NES has limited console switch support, SNES uses lettered buttons for console switches 10 - Keyboard not supported, this is the best option the Core supports 11 - System includes a keyboard, 100% software compatibility is limited without the Custom PS/2 Adapter 12 - SNES lets you hold A to hit diagonals easily, NTT allows numberpad use (the controllers for this system are just numberpads) ------------------------------------------- Wireless Controller Functionality Reference ------------------------------------------- 8bitdo Product Protocol Functionality Receiver Type Notes NES30/SNES30@ Bluetooth SNES Retro Receiver Discontinued, requires old custom firmware^ M30/SN30* Bluetooth NES Retro Receiver Current Firmware M30/SN30 2.4g SNES SNES 2.4g Adapter Requires SNES to NES adapter M30/SN30/N30 2.4g NES NES 2.4g Adapter You can use M30 and SN30 controllers, but the extra buttons will not work. @ - The NES30 came with the original Nt Minis and was sold standalone. It has four red action buttons and two shoulder buttons. The SNES30 has the diagonal Start and Select button layout of an original SNES controller. * - Presumably any current 8bitdo Bluetooth controller would work to this extent, NES30 also works with this limitation if current firmware is used. ^ - Download firmware here : https://support.analogue.co/hc/en-us/articles/115001657087-Using-the-Retro-Receiver-for-NES-with-the-Nt-mini, ignore what it says about Nt Mini Noir. Putting Controllers into Pairing Mode ------------------------------------- To put the SN30, N30, SNES30 or NES30 into pairing mode, press Select for 3 seconds until the blue LED starts to rapidly blink. To put the M30 into pairing mode, press Mode (-) for 3 seconds until the blue LED starts to rapidly blink. ----------------------------- Required/Supported BIOS Files ----------------------------- Required Name Core Name /Default Name* Byte Size CRC32 Description --------------- -------------- --------- -------- -------------------- Adventurevision avbios.bin 1024 279E33D1 8048 internal ROM avsound.bin 512 81E95975 Sound CPU ROM Atari 2600 avoxrom.bin 8192 EB8DE7CD Atarivox PIC ROM avoxee.bin 256 66C92EF6 Atarivox PIC EEPROM scbios.bin 2048 C3A3F073 Supercharger BIOS Atari 7800 7800bios.bin* 4096 5D13730C 7800 USA BIOS Channel F cfbios.bin 2048 2882C02D Channel F BIOS ColecoVision colbios.bin* 8192 3AA93EF3 ColecoVision Official BIOS 8192 39BB16FC ColecoVision BIOS with Replacement Font and No Time Delay 16384 4999ABC6 Bit Corp BIOS with built-in game 8192 2ABA3C91 ColecoVision BIOS with No Time Delay 8192 434E237F ColecoVision BIOS with No Time Delay PAL Setting Creativision crbios.bin 2048 05602697 Creativision BIOS Gamate gmbios.bin 4096 03A5F3A7 The first BIOS (i.e. UMC version) gmbios2.bin 4096 07090415 Optional second BIOS (i.e. Bit Corp version) Game King gkbios.bin 524288 5A1ADE3D Game King BIOS Game Boy dmgbios.bin* 256 C2F5CC97 Bootstrap ROM for early Japanese DMGs 256 59C8598E Bootstrap ROM for DMGs (mainstream) 256 E6920754 Bootstrap ROM for Game Boy Pocket 256 EC8A83B9 Bootstrap ROM for Super Game Boy (no scrolling logo) 256 53D0DD63 Bootstrap ROM for Super Game Boy 2 (no scrolling logo) Game Boy Color gbcbios.bin* 2304 E8EF5318 Bootstrap ROM for early Japanese GBCs 2304 41884E46 Bootstrap ROM for GBCs (mainstream) Game Gear ggbios.bin* 1024 0EBEA9D4 Boot screen shown on later Game Gears Intellivision 012.bin 2048 8BD786EC Speech ROM in the SP-256-012 on the Intellivoice 8192 683A4158 Built-in Graphics ROM for Intellivision Master Component intvexec1.bin* 8208 EEB54C63 Executive ROM for Intellivision 1 8728 A85FC6DD Executive ROM for Intellivision 2 8208 F52718C0 Executive ROM for Sears Super Video Arcade Master System smsbios.bin* 8192 0072ED54 USA/Europe BIOS v1.3 8192 1A15DFCC USA M404 Prototype BIOS (works with few games) 8192 B3D854F8 Europe BIOS v2.0 8192 48D44A13 Japanese Master System BIOS v2.1 NES fds.bin 8192 1C7AE5D5 Famicom Disk System BIOS 8192 5E607DCF Famicom Disk System BIOS Rev. 1 8192 4DF24A6C Twin Famicom BIOS Odyssey^2 o2bios.bin 1024 8016A315 Main 8048 BIOS 019.bin 2048 19355075 Speech ROM in the SP0256-019 speech chip on The Voice sp128_03.bin 16384 66041B03 Speech ROM resident in the The Voice speech module sp128_04.bin 16384 6780C7D3 Speech ROM in Sid the Spellbinder RCA Studio 2 rca2bios.bin 2048 A494B339 RCA Studio 2 BIOS Videobrain uvres1.bin 2048 065FE7C2 The first BIOS file uvres2.bin 2048 1D85D7BE The second BIOS file If there is an * next to a file name, that means that the Core supports loading a BIOS file from the file browser and can have any name, but the Core will load a file located in \BIOS with this name (without the *) by default. If the name in the column to the right to the Core Name has no * next to it then the core is looking for that specific file name, but the data in that file can match any of the checksums given for that BIOS. -------------------- Prior Update History -------------------- v6.6 release 02/11/21 (general) * All cores should have their video window properly centered on the X and Y axis when the sliders for position are in the center. The exception is for cores with an extremely low original resolution, such as Game King. * All scaling defaults have been updated to more useful values. * Added SPD HDMI Packet to identify console as "Nt Mini Noir" (NES) * Added cheat codes menu when running ROMs via jailbreak * Added ability to decrement letters on cheat code and Copynes mini by pressing select * Replaced Firebrandx palette with the latest one ("Smooth_-_Balanced_Greys_FBX") * Fixed Vs. Hogan's Alley and Duck Hunt "gun stolen" alarm sound going off all the time or in the menu * Fixed FDS RAM Adapter, Super Mario Bros. and many other games exhibiting graphics issue when cartridges were being used * Fixed Vs. Mighty Bomb Jack reversed controls * Fixed Trojan audio channels cutting off early * Fixed playing a Vs. game then an FDS game caused a bad palette * Fixed Vs. coin insertion not working when using a SNES or NTT Data Keypad * Fixed Sunsoft 5B audio implementation * Fixed Battletoads and Double Dragon player 2 selection box moving on its own * Fixed games (i.e. Kickmaster) with mappers that used A12 for scanline counts had jittering graphics in 16 sprite mode * Fixed FDS manual disk ejection not working correctly * Fixed Copynes mini not properly exiting high resolution mode from the file menu * Fixed Maniac Mansion's intermitent flickering top line * Fixed Eggerland - Meikyuu no Fukkatsu and Egger Land - Souzou e no Tabidachi's popping square channel (GBC) * Fixed Barbie Pet Rescue's blank screen before the title * Fixed Pokemon Pinball's corrupt frames when screen was blanked * Fixed Bear in the Big Blue House hanging on the title screen * Fixed Bear in the Big Blue House's palette issue at the top of the screen * Fixed Super Mario Deluxe (and other games) palette issues * Fixed Mia Hamm Soccer title screen graphic issues * Fixed Jungle Book: Mowgli's Wild Adventure corruption when paused/unpaused * Fixed Klax crash when reaching level 5 * Fixed Mickey's Speedway palette issues * Fixed Perfect Dark non-working digitized audio * Fixed Perfect Dark status bar on the right not displaying (Genesis) * Added full screen dithering, setting the dithering slider to 63 (maximum) will enable it * Removed non-functional cropping menu - use the crop left/right and top/bottom settings in video extras menu * Fixed interlaced mode display issues (Game Gear) * Fixed top line not visible (2600) * Fixed graphic issues on certain units (random pixels on green screens) * Fixed palette sometimes flashing when entering/exiting the menu (Supervision) * Fixed Journey to the West (Gamate, 2600, Intellivision) * Fixed scaling values v6.5 release 12/15/20 (general) * Controller test added * Fixed L/R reverse on RCA jacks * Fixed filter cutoff display bug (NES) * Added full FDS support with manual, semiautomatic and automatic side switching (see NES section below for operation notes) * Added Super Russian Roulette mapper (#413) * Added support for Haunted Halloween '85 and '86 * Added Vs. palette support for composite and s-video * Reduced default expansion audio level for better balance with internal audio. * Passthrough mode can now be cancelled by tapping reset twice. * Fixed CopyNES mini save WRAM dumping, save games on cartridges can now be preserved * Fixed Vice Project Doom / Gun-Dec starting in debug mode with second controller plugged in * Fixed VRC6 register swap function. Use both VRC6 and VRC6 Swap for Madara and Esper Dream 2 and just VRC6 for Akumajou Densetsu * Fixed FDS Audio channel imbalance when panning sliders are centered * Fixed small FDS channel bug * Fixed popping square wave audio in Egger Land - Souzou e no Tabidachi and Eggerland - Meikyuu no Fukkatsu * Fixed Vs. Goonies graphic issue * Fixed Game of the Goose graphic issues (#512) * Fixed DPCM corruption bug for PAL and Dendy Modes * Fixed MMC5 Castlevania III PAL cartridge functionality * Fixed Dendy mode for EverDrives and Cartridges * Fixed Dendy mode NMI flag (GB/GBC) * Fixed palette issues affecting multiple games (Pokemon Pinball, Mega Man Xtreme, Pooh & Tigger's Hunny Safari, Harvest Moon 3) * Fixed wave channel audio bug * Fixed Tokyo Disney crash when playing 5th level * Fixed crash in Barbie Magic Genie Adventure when using powers * Fixed Razor Freestyle Scooter and Lufia failing to load * Fixed Lego Racers cloud color bug (Colecovision) * Added Famicom Network controller functionality * Fixed Penguin Adventure (Genesis) * Added Famicom Network controller functionality * Fixed Audio sliders bug (SMS) * Added Famicom Network controller functionality * Fixed BIOSes loading built in games * Use "end" button on Famicom Network or Super Famicom NTT Data Keypad to simulate pressing console reset button (Intellivision) * Added Famicom Network controller functionality. 0, A, B are the three buttons. 0 on the keypad is remapped to . * Added Player 1/2 swap to cores menu (SPC) * Fixed audio static bug ---------------------- v6.2 release, 11/23/20 * initial release ================================================ FILE: firmware/ntmv2_firmware_verJB6.2.md5 ================================================ a553158a432aab90f0f8a1ec22c537da ntmv2_firmware_verJB6.2.bin ================================================ FILE: firmware/ntmv2_firmware_verJB6.5.md5 ================================================ da182c6ff810b8f1d449bc4bd40c600c ntmv2_firmware_verJB6.5.bin ================================================ FILE: firmware/ntmv2_firmware_verJB6.6.md5 ================================================ fcfa6781c85d4ab82c6a974872fffaa7 ntmv2_firmware_verJB6.6.bin ================================================ FILE: firmware/ntmv2_firmware_verJB6.7.md5 ================================================ 2907e6d3c0be1399119b47de4adca368 ntmv2_firmware_verJB6.7.bin