Nestopia and Konami japanese games

at least for Contra (Japanese) i already showed you that it works both in linux/windows and on android, at least on my end. so something is wrong in your end if that specific game does not work. I dont have idea about other games, but most of the time, correctly headered roms should work in Nestopia.

I’m pretty sure my rom is header correct,you can fake that screenshot though like this

load contra with quicknes core > back to gui and load nestopia core ,done.

MY GOD!.. and why would i fake screenshots? nevermind then… you seem to know a lot more than i do then…

Why not send us your modified xml and roms?Gonna have a test then you’re trusted :grinning:

Let’s see then. Here is a dump of the header of the game “Wai Wai World (J)” patched with english translation:

00000000: 4E 45 53 1A 08 10 70 10 00 00 00 00 00 00 00 00  NES…p…

According to this document:

Bytes=> 0       1       2       3       4       5       6       7
        N       E       S       ^Z      PRG     CHR     MAP/SW  MAP/0(always)
        4E      45      53      1A      08      10      70      10
PRG: 08 * 16k = 128k
CHR: 10 *  8k =  80k
MAPPER:  0x17 =  23

$ crc32 /tmp/ROMS/Wai\ Wai\ World\ \(J\)\ \[T-Eng\ Zynk\ v1.0\]\ \[Scroll\ Fix\ v1.0\].nes
1dfcc7ac
$ sha1sum /tmp/ROMS/Wai\ Wai\ World\ \(J\)\ \[T-Eng\ Zynk\ v1.0\]\ \[Scroll\ Fix\ v1.0\].nes 
5065aa8a5bdd584724faf4da97f8e70931d9312f  /tmp/ROMS/Wai Wai World (J) [T-Eng Zynk v1.0] [Scroll Fix v1.0].nes

Then I suppose I must introduce that info into NstDatabase.xml like this:

<game>
    <cartridge system="Famicom" dump="unknown" crc="2511E89C" sha1="A199B024B4C16D4E4787C59B029C977A4015E524">
        <board mapper="23">
            <prg size="128k" />
            <chr size="80k" />
        </board>
    </cartridge>
</game>

What am I doing wrong? :confused:

EDIT: Fix shit and added link.

not gonna prove anything to you(or the need to) anymore

I said that,you faked the pics :pensive:

you need to calculate without the header

yeah i have that lots of time to try and help others here in the forums, and send in my own fixes to some cores by faking stuff…

That’s without the header :face_with_raised_eyebrow:.

EDIT: To be clear, the rom had a header that I stripped, and used that info for the database. What is going on?

android? linux? create a headered one and load it in fceumm/mesen… see log details for rom info and paste here. crc probably off or something.

EDIT: anyways, i just loaded the patched version of wai wai world, and details should be this

[libretro INFO]  PRG ROM:    8 x 16KiB
[libretro INFO]  CHR ROM:   16 x  8KiB
[libretro INFO]  ROM CRC32:  0xa66a9aef
[libretro INFO]  ROM MD5:  0x5e3000f49a0161577ae253d2c0348497
[libretro INFO]  Mapper #:  23
[libretro INFO]  Mapper name: Konami VRC2/VRC4 C
[libretro INFO]  Mirroring: Horizontal
[libretro INFO]  Battery-backed: No
[libretro INFO]  Trained: No

use that crc and md5 in the database and it should work with that translation (softpatched or not)

added: use this database instead:

   <game>
        <cartridge system="Famicom" dump="translated" crc="A66A9AEF" sha1="DB25AD3ED44B95B7ADD54E58A53A63B1E76B5F63">
            <board type="KONAMI-VRC-2" mapper="23">
                <prg size="128k" />
                <chr size="128k" />
                <chip type="Konami VRC II">
                    <pin number="3" function="PRG A1" />
                    <pin number="4" function="PRG A0" />
                    <pin number="21" function="CHR A10" />
                    <pin number="22" function="CHR A16" />
                    <pin number="23" function="CHR A11" />
                    <pin number="24" function="CHR A13" />
                    <pin number="25" function="CHR A14" />
                    <pin number="26" function="CHR A12" />
                    <pin number="27" function="CHR A15" />
                    <pin number="28" function="NC" />
                </chip>
            </board>
        </cartridge>
    </game>    

i think mapper 23 (and others) requires more than just the prg/chr size etc… another update: looks like you just probably got the chr size wrong too…you seem to have incomplere rom dump if thats the case.

1 Like

I spotted two oversights on my part, one a hex number and that I had also applied the camera fix hack.

I’m on Linux. I’m not getting all that info from FCEUmm, barely the CRC. Your database entry did not work for me as you would expect, since you don’t have the camera fix patch.

By the way, where did you get all that info about pin numbers, and what about the mirroring, you made it work without that?.

But in the end I ran the headered rom with my CRC and SHA1 and the info you provided and what do you think it happened? It worked! :triumph:

Pretty cool, thank you :sunglasses:.

-mapper 23 is mapper-controlled mirroring, so header does not need to have mirroring indicated

-the entry for the mapper 23 was a copy-paste of an existing mapper 23 entry, and just edited to match the rom im trying to add(well actually its a duplicate of existing Wai Wai world entry)

-the pin numbering are probably not needed(i retested without them and they seem to work) although im not 100% sure how nestopia is using the entries in that database

if it run with a header, then probably nestopia was never meant to run headerless roms(im not sure of this since ive always used headered roms)

For future references, I ran the headered rom, but it only worked with the CRC and the SHA1 of the headerless rom in the database.

I can confirm it works without all the chip information. The trick was adding the board type along with the mapper number :).

Ok, so this problem is solved.

the database entries are always headerless, based only on crc of prg+chr data… but the rom themselves should have header…

You’re not following - There is a known problem with hacked/translated Konami games and Nestopia. There is a process to get them to work but it’s a bit annoying.

That is not the correct process.

wow! very good suggestion. that helped alot…

I’ve been doing it for a while now and it’s working for me, but I gotta say it’s getting very tiresome fairly quickly :tired_face:, so much that I don’t think I’ll add all my patched roms, I’ll rather switch emulators if I just want to get some quick hacked-Super-C action, you know. But, I’m still interested in your method.

I found this topic where they talk about the problem. By the way, one of the comments briefly explains the origin of headers and why the need for the database along with some alternative proposals that didn’t make it.

Can anybody please make a video tutorial? I have no ideas what you guys are talking about totally as a non-programmer(I believe mostly normal users can’t understand)