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XTecuterX73
Hey madmab, i have a small question for you, i was reading through blargg's ntsc libraries and came across this for nes, http://www.slack.net/~ant/libs/ntsc.html, apparently it gives the look like it did when playing a nes on tv. According to his documentation, this is in mednafen for pc but do you know if it was included in the xbox port. It looks sweet, you can see the differences and they make a world of a difference. Seems like it includes all kinds of options in it too and things you can tweak.

Anyways just thought i would ask, apparently he has done it for nes, super nes and master system.

XT-
ressurectionx
I thought you fixed that with the pallet man!!!! jester.gif

Just messin' with ya.

Is this even closer to the original? I can't believe that I'm so anal about some parts of this project, but color pallets (unless rediculsously off) never even hit my radar. I noticed the difference between your pallet and the original one, but it's been like 10 years since I've played a NES game on an actual console/TV that I can't tell if the color is off from the original. Hell.... there's been tearing in games that I didn't notice cause my mind must have been half asleep at the wheel during the middle of an eight hour, 500 game testing binge.

And to think........ I used to love art and aced advanced placement art in HS.....

What happened to my eye for that stuff?

Glad we got you around to get the finer points of the emulation experience tweaked. Hope it works out.

Later,
~Rx
XTecuterX73
QUOTE(ressurectionx @ Feb 20 2009, 11:01 AM) *

I thought you fixed that with the pallet man!!!! jester.gif

Just messin' with ya.

Is this even closer to the original? I can't believe that I'm so anal about some parts of this project, but color pallets (unless rediculsously off) never even hit my radar. I noticed the difference between your pallet and the original one, but it's been like 10 years since I've played a NES game on an actual console/TV that I can't tell if the color is off from the original. Hell.... there's been tearing in games that I didn't notice cause my mind must have been half asleep at the wheel during the middle of an eight hour, 500 game testing binge.

And to think........ I used to love art and aced advanced placement art in HS.....

What happened to my eye for that stuff?

Glad we got you around to get the finer points of the emulation experience tweaked. Hope it works out.

Later,
~Rx


hey rx this is not color palette nor a color palette fix, this is a blargg's ntsc filter to give the image that of a real nes hooked up, it's signal processing emulation. Read through it and see just what how much of a diff it makes. I can't tell if this is in mednafenx-nes or not but it's got loads of options that i don't see in mednafenx nes. LIke i said this has nothing to do with the color palette, this is signal processing, the code is already on his site, it can easily be downloaded and implemented in any nes emulator, the code is in C++.

It says on his site that this is in mednafen, but it might not be in mednafenx-nes. Hope this makes a little more sense. biggrin.gif

XT-
madmab
It might already part of the current mednafenX. I have not had a chance to check and see if it is and if X-port made it one of the options you can set for each game.
XTecuterX73
QUOTE(madmab @ Feb 20 2009, 07:19 PM) *

It might already part of the current mednafenX. I have not had a chance to check and see if it is and if X-port made it one of the options you can set for each game.


thanks for the answer madmab, i hope it is implemented and just the options aren't set cause it has options like "pixelation" or something and others, when you look at the pics on blaargs site you can see a BIG difference in the side by side comparisons, it has the darker tint scanline look and man it is bad ass.

I figured i'd ask you since you have done some stuff with the xport nes source. Blarrg has a download for it in C++ if it isn't but it says it is implemented in mednafen, but it's hard to tell if it is mednafenx-nes. Thanks for responding madmab, please do let me know when you find out. pop.gif

XT-
FrankMorris
Nice found X73. Yeah, you're right, it's not part of the current port/build, but it appears original Mednafen Team sources.
It would be great to see it on Xbox someday.

Just checked 'game specific settings' by pressing X on game select screen (just to see if it's in) but no luck there.

I think, we really don't need to adjust all those low-level parameters. Maybe it's enough, if we only can get ability to change the video filter to: NTSC.

Like Nestopia have:
IPB Image

...

Great to see you're back Madmab.
I know you are fighting some memory issues right now, but did you see my "bug" list?
XTecuterX73
http://blargg.fileave.com/ntsc-vs-palette/

all the diff right there, looks good and gives the nes games on xbox that darker defined look that just a palette alone can not fix. While the palette has been fixed and corrected. This is def the next closer step to the real thing. It would be great to have those options to tweak and such. The easy and cool part is the code has been written already, it can be downloaded and implemented straight into mednafanex-nes xbox.

This would just about be as good as it can get. pop.gif

look how sexy things are with those options frank: sharpness+1, resolution, artifacts, color bleed, fringing and decoder matrix. It looks amazing!
XT-
FrankMorris
After enabling it is just like real thing, agree with that.

I'm glad, that you bring up this thing.
Trimming all those values like you said, would be great bonus feature.

Afaik windows FakeNES is the only emulator, where those values can be adjusted straight by the gui, so if madmab decide to add it, Xbox would be probably 2nd (user-friendly) way to configure blargg's NTSC library. (On any system?)

Now talking NES emus, but I believe it's same on SNES and SMS.

Btw. very nice shade on the jeep engine bonnet! (Snake's Revenge) happy.gif

XTecuterX73
QUOTE(FrankMorris @ Feb 22 2009, 05:11 AM) *

After enabling it is just like real thing, agree with that.

I'm glad, that you bring up this thing.
Trimming all those values like you said, would be great bonus feature.

Afaik windows FakeNES is the only emulator, where those values can be adjusted straight by the gui, so if madmab decide to add it, Xbox would be probably 2nd (user-friendly) way to configure blargg's NTSC library. (On any system?)

Now talking NES emus, but I believe it's same on SNES and SMS.

Btw. very nice shade on the jeep engine bonnet! (Snake's Revenge) happy.gif


Yes it's amazing stuff. Here's hoping to some news from madmab. I attempted yesterday to look into it, but i don't know what im doing so i left it alone. This would be one more thing to make the box even better.

XT-
XTecuterX73
upon more research of this filter, it will apparently also give the games the "dot crawl" effect and a few other tricks the nes used back in the day. If you download the filter from his site there are 3 test programs in .nes format in the zip file and you will see what i mean with the last 2. I tried them out with mednafenx-nes and it's astounding. This is one hell of a job from blaarg. I can't beleive not many emulators have utilized this feature or at least added the options for it.

they are line, frame and special frame, the line phase is trippy as hell. lol smile.gif

XT-
madmab
Well for some reason the NTSC-blitter code was removed from a previous incarnation of Mednafenx-NES (I'm guessing version 7) since that is when X-port added mapper support from FCEUltraX. The NTSC-blitter code is integrated into the PPU code.

I'm not sure where the source came from (FCEUltraX?) or whether x-port inserted it himself but the code is definetly removed... uhh.gif
XTecuterX73
QUOTE(madmab @ Feb 25 2009, 06:49 AM) *

Well for some reason the NTSC-blitter code was removed from a previous incarnation of Mednafenx-NES (I'm guessing version 7) since that is when X-port added mapper support from FCEUltraX. The NTSC-blitter code is integrated into the PPU code.

I'm not sure where the source came from (FCEUltraX?) or whether x-port inserted it himself but the code is definetly removed... uhh.gif


hey madmab thanks for the update. I hope that doesn't spell any bad news in terms of getting this into the emulator. This is one of the best add-ons i have EVER seen for any emulator. Perhaps he didn't feel it was neccasary to put this in there. I know to some of us this is all the difference. I spent a good part of yesterday just looking for this code in the mednafenx-nes source and wondered why i could not find it anywhere.

XT-
madmab
It's only a few lines of code in the ppu.ccp file so I'll probably re "add" these lines and add the nes_ntsc.cpp to the project and see what happens.. No guarantee's though. laugh.gif
XTecuterX73
QUOTE(madmab @ Feb 25 2009, 09:47 PM) *

It's only a few lines of code in the ppu.ccp file so I'll probably re "add" these lines and add the nes_ntsc.cpp to the project and see what happens.. No guarantee's though. laugh.gif



thanks for the news madmab, i just got back in town today so please let me know when you do it. Thanks for listening to my little thread here man. pop.gif I look forward to hearing from you soon.

XT-
XTecuterX73
Hey madmab,

These the lines you are talking about:

static nes_ntsc_emph_t *NTSCBlitter = NULL;
static nes_ntsc_setup_t setup;
static bool was_short_frame;

After comparing some code i found this as well that had been removed:

static void DoGfxDecode(void);
static uint32 *GfxDecode_Buf = NULL;
static int GfxDecode_Width = 0;
static int GfxDecode_Height = 0;
static int GfxDecode_Line = -1;
static int GfxDecode_Layer = 0;
static int GfxDecode_Scroll = 0;
static int GfxDecode_Pbn = 0;

Let me know please. biggrin.gif


XT-
madmab
QUOTE(XTecuterX73 @ Mar 3 2009, 04:31 AM) *

Hey madmab,

These the lines you are talking about:

static nes_ntsc_emph_t *NTSCBlitter = NULL;
static nes_ntsc_setup_t setup;
static bool was_short_frame;

After comparing some code i found this as well that had been removed:

static void DoGfxDecode(void);
static uint32 *GfxDecode_Buf = NULL;
static int GfxDecode_Width = 0;
static int GfxDecode_Height = 0;
static int GfxDecode_Line = -1;
static int GfxDecode_Layer = 0;
static int GfxDecode_Scroll = 0;
static int GfxDecode_Pbn = 0;

Let me know please. biggrin.gif
XT-
I remember these two...

static nes_ntsc_emph_t *NTSCBlitter = NULL;
static nes_ntsc_setup_t setup;

There is also some code later on that references those variables that needs to be put back in. As for the others I couldn't say. Usually what I do is replace the missing "code" and the obvious variables and then look at the compiler error messages to figure out what else I'm missing.

I forgot to mention that you'll have to add back in the nes_ntsc.* files into the project (right click solution explorer, add existing item). Just copy them from the directory you found them in over into the src/src directories where they belong. Then add them to the project.
XTecuterX73
hey madmab lol, yea im just a noob to start but here are my findings for the blitter code, this was found in orig084 source:

code with NTSCBlitter in ppu.cpp:

1). static nes_ntsc_emph_t *NTSCBlitter = NULL;
static nes_ntsc_setup_t setup;


2).if(NTSCBlitter)
{
if(!skip)
nes_ntsc_blit(NTSCBlitter, target, emphlinebuf, nes_ntsc_min_in_width, setup.merge_fields ? scanline % 3 : BurstPhase, nes_ntsc_min_out_width, 1, real_target, MDFNGameInfo->pitch);
BurstPhase = (BurstPhase + 1) % 3;
}

3).static void RedoRL(void)
{
MDFNGameInfo->DisplayRect.x = NTSCBlitter ? 4 : 0;
MDFNGameInfo->DisplayRect.w = NTSCBlitter ? 602 - 4 - 2: 256;



4). if(NTSCBlitter)
{
MDFNGameInfo->DisplayRect.x += 18;
MDFNGameInfo->DisplayRect.w -= 36;
}


5). MDFNGameInfo->width = NTSCBlitter ? MDFNGameInfo->DisplayRect.w / 2 : MDFNGameInfo->DisplayRect.w;
MDFNGameInfo->pitch = (NTSCBlitter ? 768 : 256) * sizeof(uint32);

}


6).NTSCBlitter = (nes_ntsc_emph_t *)calloc(1, sizeof(nes_ntsc_emph_t));
nes_ntsc_init_emph(NTSCBlitter, &setup);


7). }
else
NTSCBlitter = NULL;

i also readded the ntsc folder with the nes_ntsc.h file with the others back into src/nes
XTecuterX73
hey madmab, im just gonna wait on this ive tried so many times and im sure im not doing something right. grr.gif I have tried about 10-11 times now in a row so &*^^&*^&*^&*^&* is all i have to say ATM. LMAO. Looks like you're the man when you get the time for this. Im gonna keep trying but damn it's tough, well at least for me. LOL

Anyways i can send you any relevant changes i have made when/if you want it. 2 mapper changes and whatnot. Still working on others.

XT-
madmab
Well after doing a litte more research I have determined that the current release for the xbox is based on Mednafen 0.5.2.

The NTSC filter was not implemented until 0.6.0.

Hey XTecutorX73 could you send me the files you changed as well as the mapper file you couldn't get to work? We are looking to do an interm release and I'd like to add that in.

Was there some type of new NES pallette we were talking about? Thread?
XTecuterX73
QUOTE(madmab @ Mar 30 2009, 06:06 PM) *

Well after doing a litte more research I have determined that the current release for the xbox is based on Mednafen 0.5.2.

The NTSC filter was not implemented until 0.6.0.

Hey XTecutorX73 could you send me the files you changed as well as the mapper file you couldn't get to work? We are looking to do an interm release and I'd like to add that in.

Was there some type of new NES pallette we were talking about? Thread?


yea sure madmab send me a pm with the where you want me to send it to. As far as the filter goes does that mean that it's a no go? I hope not. I spoke with blaarg about it, the creater and he stated that it should rather easy to implement it.

Sorry i havent spoke much on here, my mother passed away last week so all my projects slowed down to a halt and im starting a new job tommorow but im still doing things here and there. Its been a rough couple of weeks.

Let me know when you can madmab. pop.gif

XT-
madmab
QUOTE(XTecuterX73 @ Mar 30 2009, 07:50 PM) *

yea sure madmab send me a pm with the where you want me to send it to. As far as the filter goes does that mean that it's a no go? I hope not. I spoke with blaarg about it, the creater and he stated that it should rather easy to implement it.

Sorry i havent spoke much on here, my mother passed away last week so all my projects slowed down to a halt and im starting a new job tommorow but im still doing things here and there. Its been a rough couple of weeks.

Let me know when you can madmab. pop.gif

XT-
Well the thing is I'm not real familar with how screen filters work. So it may be easy for the experienced coder but I'm not really that experienced. The best way to insert it would be to make it part of the main x-port interface.

Updating the core of mednafen would be a bit much. That is an area I'm not well versed in. Sure I did it with atari800xll, but that took a great amount of time and work, and it helped that I am familar with the atari 8-bit series of machine.

Anyways just zip 'em up and send them to megaupload would be fine..

My condolences on your lost.. sad.gif Oh and take yer time. I understand. Been having a bit of the old "social issues" going on at my end as well.
XTecuterX73
QUOTE(madmab @ Mar 30 2009, 07:49 PM) *

Well the thing is I'm not real familar with how screen filters work. So it may be easy for the experienced coder but I'm not really that experienced. The best way to insert it would be to make it part of the main x-port interface.

Updating the core of mednafen would be a bit much. That is an area I'm not well versed in. Sure I did it with atari800xll, but that took a great amount of time and work, and it helped that I am familar with the atari 8-bit series of machine.

Anyways just zip 'em up and send them to megaupload would be fine..

My condolences on your lost.. sad.gif Oh and take yer time. I understand. Been having a bit of the old "social issues" going on at my end as well.


thanks for the reply madmab, xport sent me a pm i had asked him about it, i forgot to pm him back but ill prob have to consult him for some help. Im about to go to bed (starting a new job tommorow) but ill shoot you a link here in the upcoming hours.

Ill talk to you guys soon. Thanks again for the reply, i can only hope if xport is reading this he will know that im prob going to send him a pm back for some help, and i cant thank him enough for everything he has done.

XT-
XTecuterX73
hey madmab i havent forgot to send it. Im working crazy ass hours and currently doing an extra half shift. Ill have the link here shortly just bare with me. biggrin.gif

Also when you get a sec please let me know if you have any plans on the filter. I know there is a member on here grimdoomer who seems like he might be able to help.

XT-
madmab
If someone else wants to try to get the blarg filter working in x-ports interface, well then by all means do it. smile.gif I won't complain. laugh.gif

Take yer time with the link. Things have been a bit crazy for me as well. I feel like about about 2 weeks behind on everything I wanna do and just when I get a free block of time something interferes!!

Oh and let me know how you wanna be credited for this?

Something like "Thanks to XTecuterX73 for doing the groundwork on the new mappers... blah, blah, etc, etc..."
XTecuterX73
thanks madmab yea however you want to give credit. Been busy with moms final wishes and the like, been a tough thing gettin through her death man sad.gif

I will have the code for you soon bro, been workin crazy long hours as well.

ill be speaking to you soon. pop.gif

XT-
madmab
Hey.... No problem dude.. Take care of whatever you need to take care of. We will still be here (hopefully). Anyways I decided some time ago that things will be done when their done. No need to be wearing ourselves out over this stuff.
XTecuterX73
hey madmab not raise the dead here but have you gotten around or been able to take a look at this? i spoke with someone today on msn about it and remembered it. looks like this could potentially fix the palette problems. laugh.gif

also the mapper fixes are on the way. bear in mind this will make paperboy 2, best of the best karate now playable. i also added mapper 38 for the brazilian pirate crime busters which is now playable as well. also strangely enough some romhacks that didnt work before now work with these mapper fixes, lol.

XT-
ressurectionx
Hey XT...

A few favors to ask:

1) Could you list the romhacks that you notice work now?

2) Is it possible for you to add other mappers for games I've tested that aren't supported? If you check my NES spreadsheet in the Non-Working section there is a part called "Emulator Errors" that state which mapper is needed for the game. There are some really cool looking pirates that don't work right now that I'd like to add to the Xtras.

3) Can you think of any way of getting Time Lord working without having to jump through hoops?

Good to see you back around and hear that things seem to be looking up for you now.

Later,
~Rx
madmab
QUOTE(XTecuterX73 @ Oct 5 2009, 05:41 PM) *

hey madmab not raise the dead here but have you gotten around or been able to take a look at this? i spoke with someone today on msn about it and remembered it. looks like this could potentially fix the palette problems. laugh.gif

also the mapper fixes are on the way. bear in mind this will make paperboy 2, best of the best karate now playable. i also added mapper 38 for the brazilian pirate crime busters which is now playable as well. also strangely enough some romhacks that didnt work before now work with these mapper fixes, lol.

XT-
I might give it a go after getting the NTSC filter to work for atarixlbox (surprised no one figured out the obvious). Now that I understand to some extent how the software filters work.

But it may take a performance hit. I know atarixlbox did and from what I understand it's code is either based on blarg's code, or he created it.
XTecuterX73
QUOTE(ressurectionx @ Oct 5 2009, 06:58 PM) *

Hey XT...

A few favors to ask:

1) Could you list the romhacks that you notice work now?

2) Is it possible for you to add other mappers for games I've tested that aren't supported? If you check my NES spreadsheet in the Non-Working section there is a part called "Emulator Errors" that state which mapper is needed for the game. There are some really cool looking pirates that don't work right now that I'd like to add to the Xtras.

3) Can you think of any way of getting Time Lord working without having to jump through hoops?

Good to see you back around and hear that things seem to be looking up for you now.

Later,
~Rx


yea ones that jump out at me is a few random mario hacks i have them wrote down somewhere give me a couple days to find it.

as for time lord looks like its something that has to fixed with the ao rom mapper. i can attempt to tweak some things and ill have to check to see if it breaks other games first.

about the mappers, lol im still learning how to port over new ones, it took me a hell of time learnin myself how to implement the fixes i did get. im a low level coder man but im gonna try and i will keep updated on that front. biggrin.gif

XT-


QUOTE(madmab @ Oct 6 2009, 04:53 AM) *

I might give it a go after getting the NTSC filter to work for atarixlbox (surprised no one figured out the obvious). Now that I understand to some extent how the software filters work.

But it may take a performance hit. I know atarixlbox did and from what I understand it's code is either based on blarg's code, or he created it.


err double post sorry bout that,.

hey madmab send me an email address to mail what i have for mappers to you. as for the filter, dude that would be sweet if you did. i been hopin this gets looked at for some time man! pop.gif biggrin.gif

XT-
Mega Man (?)
Hey XT
Great to see you coming back around, man!
I am excited to see what happens when you and madmab put your heads together.
Thanks for your work. beerchug.gif

XTecuterX73
QUOTE(Mega Man (?) @ Oct 6 2009, 05:39 PM) *

Hey XT
Great to see you coming back around, man!
I am excited to see what happens when you and madmab put your heads together.
Thanks for your work. beerchug.gif



yea man no worries . ive had one hell of a roller coaster ride the last few months man. here one day then gone for two months. lol. ohmy.gif

im gonna keep doin what i can to keep the scene alive here man. alot of stuff seems to be goin on with xbox stuff with the coinops updates, this, and other things.

XT-
XTecuterX73
QUOTE(XTecuterX73 @ Oct 7 2009, 03:16 PM) *

yea man no worries . ive had one hell of a roller coaster ride the last few months man. here one day then gone for two months. lol. ohmy.gif

im gonna keep doin what i can to keep the scene alive here man. alot of stuff seems to be goin on with xbox stuff with the coinops updates, this, and other things.

XT-


update*********


ok everyone stuff has been sent to madmab to compile, paperboy II, best of the best karate and other games will now work as well as the fun little brazilian pirate crime busters.

let me know when you receive the mapper fixes i sent dude. Hope everyone has fun with it. pop.gif

XT-
madmab
Yeah I got it, thanks. I'll compile it when I get a chance... smile.gif
XTecuterX73
QUOTE(madmab @ Oct 7 2009, 06:29 PM) *

Yeah I got it, thanks. I'll compile it when I get a chance... smile.gif


ok cool shouldnt be no issues. let me know when you get your compile. i forgot to fiix the palette when i compiled my last build. lmao. sleep.gif

im working on filling rx's request for great wall so ill update on that and send you the files if/when i can do it.

XT-
ressurectionx
QUOTE(XTecuterX73 @ Oct 7 2009, 08:32 PM) *

im working on filling rx's request for great wall so ill update on that and send you the files if/when i can do it.



Awesome cool.gif

Here's a list of my emu errors so you don't have to figure out the spreadsheets XT.

Creatom - Unlicensed: Emu says "iNES mapper 132 is not supported"
Dancing Blocks - UNLICENSED: Emu says "iNES mapper 143 is not supported"
Donkey Kong Country IV - PIRATE: iNES mapper 211 is not supported!
Final Combat - UNLICENSED: Emulator Says "Board Type Not Supported"
Great Wall - UNLICENSED: Emulator says "iNES mapper 137 not supported.
Hell Fighter - UNLICENSED: Emu says "Board Type Not Supported"
Magic Jewelry II - iNES mapper 216 is not supported!
Magical Mathmatics - UNLICENSED: Emu says "iNES mapper 143 is not supported!"
PipeMania - Pipe 5 / Emu says "iNES mapper 142 not supported"
Rockball - UNLICENSED: Emu says "iNES mapper 141 is not supported!"
Street Heroes - UNLICENSED: Emu says "Board Type Not Supported"
Strike Wolf - Emu says "iNES mapper 36 is not supported.
Tiny Toon Adventures VI - PIRATE: iNES mapper 211 is not supported!

Hope you can figure some of these out. I'd particularly love to see Great Wall, Creatom, Magic Jewelry II, PipeMania, Rockball and Street Wolf if at all possible.

Great having you back around man. Can't wait to see what else you can come up with.

Later,
~Rx
madmab
Whoops I meant to give the compile a go last night but kinda petered out there.

Did give ArnoldX and Wonderswan the madmab treatment, though. Just need to test them.

Almost forgot, but I was just thinking that with a little effort we could probably squeeze out AdamX, A7800x, and MednafenLynx. Although I'd like to get the configurable box stuff in first, but they don't really need that anyways..
XTecuterX73
QUOTE(madmab @ Oct 8 2009, 02:16 AM) *

Whoops I meant to give the compile a go last night but kinda petered out there.

Did give ArnoldX and Wonderswan the madmab treatment, though. Just need to test them.

Almost forgot, but I was just thinking that with a little effort we could probably squeeze out AdamX, A7800x, and MednafenLynx. Although I'd like to get the configurable box stuff in first, but they don't really need that anyways..


no worries rx ill give it a try this weekend and see what i can come up with. smile.gif

no worries to you too either madmab the important thing is you got the files, lmao laugh.gif

i hope if i can fix some games and madmab sometime get the filter implemented this will be the $haznat!! lol

XT-
Mega Man (?)
QUOTE(XTecuterX73 @ Oct 8 2009, 12:31 PM) *

i hope if i can fix some games and madmab sometime get the filter implemented this will be the $haznat!! lol
XT-

Indeed pop.gif

XTecuterX73
hey madmab any updates either for the filter or the mappers?

XT-
madmab
Got the mapping stuff you sent me done today. There was just one simple.h file missing so I had to edit that first.

It may be a while before I can fool with the filter..
XTecuterX73
QUOTE(madmab @ Oct 11 2009, 12:01 AM) *

Got the mapping stuff you sent me done today. There was just one simple.h file missing so I had to edit that first.

It may be a while before I can fool with the filter..


ok awesome madmab, i thought i had forgot something, laugh.gif

thanks for the update madmab, im like a little kid in a candy shop about the filter. tongue.gif

also to rx: i didnt get to do much work but ive decided to try to fix mapper 36 first and see where it goes. i havent forgotten. ive had a busy weekend main.

XT-
ressurectionx
Good to hear man. Hope you can figure something out. A lot of those games look cool. cool.gif

Good luck,
~Rx
XTecuterX73
QUOTE(ressurectionx @ Oct 12 2009, 10:16 AM) *

Good to hear man. Hope you can figure something out. A lot of those games look cool. cool.gif

Good luck,
~Rx


yea they do and they have me inspired to try to get this goin. lmao. im pretty determined. And im glad that madmab is gonna maybe take a look. He's a hard workin man and deserves everyone's thanks. He's helpmed me out alot in the past with things and done alot for me as well.

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XTecuterX73
just bumping up a lil bit while i wait for the news or any updates. biggrin.gif

by the way madmab have you tried out and played the mapper fixes by chance? i know its not many games just wonderin if you yourself has had a sec to get to it.

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