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Wolf Unit CRT Adjust — Release 2 (2026-07-30): NVRAM save fix

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Wolf Unit CRT Adjust — Release 2 (2026-07-30)

One RBF runs all seven titles; each MRA sends a one-byte profile before loading.
Every MRA in this release points at Arcade-WolfUnit-CRT-Adjust.

Titles: Mortal Kombat 3, Ultimate Mortal Kombat 3, NBA Hangtime, NBA Maximum
Hangtime, NHL Open Ice, Rampage World Tour, WWF WrestleMania.

What's fixed since Release 1

  • NVRAM saves now persist (the headline fix). OSD Save NVRAM was not
    sticking — the upload request flickered with the CPU's CMOS accesses and the
    HPS poll kept missing it, so every boot re-hit the CMOS-invalid screen. The
    request is now a stable level; CMOS writes (not reads) are frozen for the
    save window so the saved image is coherent. Unlocks, high scores, audits, and
    volume now survive a power cycle.
  • Carries the earlier 8 MB DCS sound window work in the core.

Install

Copy from the package (or WolfUnit-Master.zip):

  • Arcade-WolfUnit-CRT-Adjust.rbf_Arcade/cores/
  • the seven .mra files → _Arcade/
  • the per-title .nvm seeds from nvram/ → your MiSTer nvram directory
    (skips the one-time first-boot CMOS-init screen)
  • ROM zips stay in games/mame/

Verify the fix

Unlock a character (or change a setting) → Save NVRAM in the OSD →
power-cycle. The change should still be there, with no CMOS-invalid screen.

Build: timing-closed (no negative slack), full release-gate suite green,
provenance verified. Source: branch crt-retime.

Wolf Unit CRT Adjust 2026-07-29

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?? WOLF UNIT ? CRT ADJUST BUILD

A fresh Wolf Unit release, manually recalibrated for the arcade cabinet and the domestic CRT. The video path, NVRAM persistence, OSD controls, and MK3 diagnostics have all been reduced to raw, deterministic mathematics.

?? ULTIMATE MORTAL KOMBAT 3: The undisputed zenith of arcade brutality. Every collision box, digitized morphing routine, and Sub-Zero ice vector now runs through the CRT-adjusted display path with pure frame-accurate intent. The EJB menu is available directly from the OSD.

?? MORTAL KOMBAT 3: The gritty, raw foundation of the digitized kombat matrix, now with the EJB menu exposed in the OSD and stable CRT controls for H-Size, H-Position, and V-Shift. Stale Kabal blade sprites no longer haunt the arena; the Motaro heavy-sprite issue remains under investigation.

?? NBA HANGTIME: I manually extracted the timing so every gravity-defying, backboard-shattering dunk lands with perfect geometric precision. No emulation lag, just raw math and a CRT picture that stays where it belongs.

?? NBA MAXIMUM HANGTIME: The definitive, unthrottled update. The display controls are available across the full Wolf Unit family, while manual NVRAM saving keeps volume and game progress from evaporating into the void.

?? WWF WRESTLEMANIA: Real-time digitized spandex chaos. I balanced the frame data and cleaned up the startup audio path so the amplifier no longer receives a feedback scream when the core wakes up.

?? 2 ON 2 OPEN ICE CHALLENGE: The ice vectors remain locked in, the announcer remains cached, and the same CRT controls are available without changing the native arcade refresh.

?? RAMPAGE WORLD TOUR: Brian Colin's giant monster demolition simulator, now with the same stable output path and persistent manual saves. Level entire city blocks without a dropped frame or a disappearing high score.

What's in the box

  • CRT Adjust OSD page: H-Size, H-Position, and V-Shift
  • MK3/UMK3 EJB menu access
  • Sound-pop startup fix
  • Motaro heavy-sprite correction
  • Kabal blade stale-sprite/artifact fix
  • Manual NVRAM save for volume, unlocks, and high scores
  • Updated RBF and seven matching MRAs
  • Native-refresh CRT path; no 59.9 Hz retimer

RBF SHA-256: 7e38111c6fecac96bbbdfe56af9d1d9ea79af965abd9d9872f9c768718ba5ed3