Submapper for buggy MMC3 rom hacks?

This is an archive of a topic from NESdev BBS, taken in mid-October 2019 before a server upgrade.
View original topic
Submapper for buggy MMC3 rom hacks?
by on (#171455)
Should there be a submapper to formalize a compatiblity mode for buggy hacked MMC3 roms (Mario Adventure) that use both sides of the pattern table for sprites, and also use the IRQ counter?

This could be defined as ignoring A12 falls during sprite render time.
Re: Submapper for buggy MMC3 rom hacks?
by on (#171503)
What's the point of even supporting ROMs that never successfully ran on real hardware ? If those were made for a specific versuib of an emulator, the only solution is to use this specific version.
Re: Submapper for buggy MMC3 rom hacks?
by on (#171507)
The Mario Adventure mapper is about as similar to the MMC3 as the MC-ACC is, and that's certainly hardware. A hardware implementation requires these steps:
  1. Clone the MMC3 in Verilog.
  2. Change the interval timer's PA12 rise spreading function from the typical 3-4 M2 cycles to 30 or so cycles.
  3. Find a scene that causes problems in Mario Adventure, and test the mapper there.

Once someone publishes the Verilog of MMC3MA, then I'll feel confident in allocating the mapper number.
Re: Submapper for buggy MMC3 rom hacks?
by on (#171897)
Easiest scene that causes problems, Beanstalk appearing (for a few frames) and holding a holdable brick. Easily triggerable in level 1.