Murray
Akari's Big Brother
- Joined
- Aug 16, 2005
- Posts
- 2,533
I'm gonna have to nominate that for on-topic quote of the year."Hey guys how bout a modchip for the neoCD"
"lol here"
"cool thanks"
I'm gonna have to nominate that for on-topic quote of the year."Hey guys how bout a modchip for the neoCD"
"lol here"
"cool thanks"
So the region/dips/softdips settings are saved separately per game a la options in the Metal Slug series, or does it contain settings from multiple games?
Going back to those empty RAM sockets. Just how much space do you think can fit there? It came to my mind today about why the empty RAM sockets are there. I came to the conclusion that SNK planned to use it like a cache. IE when you first load the game the Bios would load all the files from the CD and store it to this RAM. Then instead of the Bios loading data from the CD it would simply copy it from the cache.
If that RAM can be hooked up then it should be very easy to change the Bios to preload and use it without the need of making a new game CD.
Just a question. Im not sure if it was mentioned or not but, would a MVS mode be able to be selected on cd games with said bios?
Why would you want AES mode on a CD game? CD is already a more home feeling that AES. Im saying MVS so you can play it with credits and coins. Does the CD even have the mvs data? If you switched it to MVS mode would it use the cd audio still or chip tunes?As opposed to AES mode a la UNIBIOS?
NeoTurfMasta said:EDIT 2: Tried the MVS setting and it will reboot the system after selecting it. Tried on KOF99 and Slug2. And there seems to be a problem with Slug2 keeping the debug screen up when Start+Select. It will flash over and over.
The St+Select menu will appear, but I have to keep St+Sel held. Since the MVS option is at the top of the menu, I can switch it while holding St+Select.
If it resets when booting, but not when you set MVS in game then I'm 99% sure what the problem is and it should be fixable. If it is what I think it is, it should not reset when choosing MVS at initial load on titles before 1994 or so.
So when the start button is released it goes back in the game? didn't expect that, here's a supposed quick fix.
@everyone
I have a proto run of 5 boards for a minimal solder bios installation. This will work on both CDZ and Top Loaders. I also made it compatible with the MV-1B and 1C. I'll make another thread with preorders for a full run once I get the protos in and tested.
Preorder for modded system, or just the bios chip, or both? It seems that the fix is more complicated than just a socketed bios switch.
fixflashstart.bin is the one to try first, it should be like the ROM that previously failed but no flashing and start+select problems hopefully. Also took out a few things that could cause issues with SPR TEST, give that another shot and see if it resets or if it actually says something. Still nothing for PCM test (yet). If SPR test still resets, I'll pretty much need my own CDZ to investigate...
I thought the ingame menu would be a lot more hassle than that, great to hear.
Don't mind the mangled digits,that's a bug in the display code. The test itself actually did its job. Each line of text with "MB" at the end just indicates a MByte of SPR RAM it successfully found. So it found 4Mbytes and that's all it could see, the extra DRAM isn't showing up for sprites so it can't be used for that. Doubting it is tied to PCM then, Razoola's cache idea sounds the most probably assuming the DRAM actually is usable. What chip can you see the DRAMs going into? There is GRF/MGA etc. chips but where do the extra ones lead? It might help figuring this out.
More tests will come later ofcourse..