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It (Mouser) was programmed to work in nesticle, I think (since at the time, that was all anyone would use, because of the speed). I wanted to patch it up so it'd at least display something, but I gave up on it very shortly. :P
It looks like nothing ever gets written to the ppu ram, so either it's not waiting for 2-3 vblanks in the beginning for the ppu to stablize, or it's not turning the screen off before writing to it.
It appears as though everything else works, as the "movement sound" still plays as I press the dpad keys.
If anyone wants to test JQ (on an NTSC tv first), feel free to, a small outdated demo is at my site: http://drag.wootest.net/JQ/ and it most likely would use a SMB3 TS-ROM board. It's a relatively simple demo which is about as fun as Mouser is. ;) The point of it is to test out some technical ideas I had like wavy water, color de-emphasis bits, and statusbar (effectively testing out if I could find a proper way to use one irq counter to split the screen three times in 2 'absolute' variable spots), and also to test out the music code (which I only had in NSF form at the time, and I needed to work it into the rom somehow, so there it is.) Also a note of interest, if you can find the correct byte in the rom, you can access some other songs in there. :D Anyway, the only benefit this test would provide for me is finding out if the IRQ counter has the same bug/quirk it does in nintendulator (the water split occurs 16 scanlines too late), and if the music code works (it probably does), as almost everything else has been rewritten to be a game, instead of a demo.
But anyway, I do like this idea of a frequently updated list of homebrew games' statuses on the real hardware (both pal and ntsc). Just for goodness sake, I know it's a pet peeve, but please tone it down a bit; don't call them retards simply because they don't have the experience/hardware/knowledge/potatochips to test it on the real nes.
- Drag
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