I was assuming all MSX2 had memory mappers. Do you have any example of MSX2 without that? (my HB-F1XDJ has only 64KB RAM, but it is memory mapper).
Yes, the brazilian Expert converted to MSX2 I used in the 80s had no memory mapper. Mapper is optional in the MSX2 standard, in fact you're not even allowed to assume SCREEN 7 and 8 will work at all (they need 128kb vram and you can have a 64kb vram machine).
The Toshiba HX-23 and HX23F models have no built-in memory mapper.
There still is some Japanese in it aside from the Japanese passwords: Yorokonde itadakemashitaka
Dunno if you intended to change that?
And wasn't there a extend y/n in the game originally?
Tested with a MegaFlashROM SCC+ SD in a real Turbo-R:
- I had to specify /K4 when running OPFXSD, otherwise it incorrectly assumes Konami SCC mapper
- The game doesn't work if I specify /P or /P1, so no PSG on steroids for me
- I don't get voices even with an additional SCC cartridge in slot 2
- I was happily playing and it just crashed in the middle of stage 5!!
But anyway, awesome work. It really looks like a completely new game!
@Konamiman
- I don't get voices even with an additional SCC cartridge in slot 2
Try any other SCC game, MFRSCC+ or MFRSCC+SD should work fine. I have had problems with MFR with SCC inside.
All the SCCs at home are speaking perfectly with latest GradiusE version in MFRSCC+SD (/H60 command only) and MSX2.
Tested with a MegaFlashROM SCC+ SD in a real Turbo-R:
- I had to specify /K4 when running OPFXSD, otherwise it incorrectly assumes Konami SCC mapper
Yes... It's a KONAMI SCC mapper... please, read fisrt post...
- The game doesn't work if I specify /P or /P1, so no PSG on steroids for me
No.... for PSG sound... you have to keep pressed [P] at boot.
Keep pressed [H] key for more info...
- I don't get voices even with an additional SCC cartridge in slot 2
Well.. what SCC cartridge have you inserted??
- I was happily playing and it just crashed in the middle of stage 5!!
Ops... Sorry... Maybe it's a ROM problem or maybe is a patch version.. I'll make more tests...
But anyway, awesome work. It really looks like a completely new game!
Thanks!!
There still is some Japanese in it aside from the Japanese passwords: Yorokonde itadakemashitaka
Dunno if you intended to change that?
No, I don´t
And wasn't there a extend y/n in the game originally?
No.
the extended play was only in Nemesis3 as far as i know
Hi,
Thanks for this wonderfull patch!
There's one little nitpick (/bug?) I've noticed; one of the walking cannons (do they have a proper name), which walks in the roof near the very beginning, just walks trough the "bumb" in the ceiling. I've been rammed by him countless times in the original, since he rises up on the bumb:
But in the enhanced version, he is very much not-so-dangerous, since he just clips trough the bumb:
EDIT: I've also noticed that the ship too can just clip trough the bumb. In the original, you can actually hit the bumb. So all in all, it is not actually there!
EDIT2: Another very minor bug: Intro screen music is screwed up after a reset. To reproduce in OpenMSX: Start a game. Reset. Wait until intro screen and the nice music, which is ... a bit weird this time.
A piece of art, in every aspect looks like a Konami work.
Truly briliant, outstanding.
Thank you for this!
[ ...thinking of what would be possible to do on Nemesis 3 =) ]