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Miscellaneous corrections relating to button mappings

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gammy committed Feb 18, 2018
1 parent 0e5287e commit 2888588d136f9d5693f3ea6c6e92de7edf5b0684
@@ -11,6 +11,7 @@

KNOWN ISSUES IN V3.00:
______________________________________________________________________
- The theme loader sometimes "forgets" to load certain items, such as the button graphics, when returning from the developer's notes, and so on.

- The game "Pilotwings" doesn't work even with a DSP1 chip installed in your PowerPak. This bug has been known since v1.0X. It's most likely related to there being different hardware revisions of the chip and/or the PowerPak hardware not supporting LoROM DSP1 games properly. Note that you might get the game to run using a very small CF card (<500 MB), but in effect, this is a pure matter of luck.

@@ -3,7 +3,7 @@ source paths.inc || exit 1

(
cd $path_src
rm *.lst *.sfc *.sym *.tmp *.usage > /dev/null 2>&1
rm *.lst *.sfc *.sym *.tmp *.usage *.o > /dev/null 2>&1
cd $path_out
rm Valid.ext *.log *.usage > /dev/null 2>&1
)
@@ -134,7 +134,7 @@ STR_Firmware_Build:
.DB "Build #"

STR_Firmware_BuildNum:
.DB "11370" ; IdentifierCommentForBuildNumAutoBump (do not remove this comment)
.DB "11376" ; IdentifierCommentForBuildNumAutoBump (do not remove this comment)

STR_Firmware_BuildNum_End:
.DB 0
@@ -534,7 +534,6 @@ GotoIntroScreen:
bne -



; ***************************** Intro Loop *****************************

IntroLoop:
@@ -107,15 +107,17 @@ GotoDevNote:

lda #$B014 ; Y, X
sta SpriteBuf1.Buttons
lda #$03A0 ; tile properties, tile num for A button
; lda #$03A0 ; tile properties, tile num for A button
lda #$03A4 ; tile properties, tile num for Y button
sta SpriteBuf1.Buttons+2
lda #$C014 ; Y, X
sta SpriteBuf1.Buttons+4
lda #$03A2 ; tile properties, tile num for B button
sta SpriteBuf1.Buttons+6
lda #$C020 ; Y, X
sta SpriteBuf1.Buttons+8
lda #$03A4 ; tile properties, tile num for Y button
; lda #$03A4 ; tile properties, tile num for Y button
lda #$03A0 ; tile properties, tile num for A button
sta SpriteBuf1.Buttons+10
lda #$B04E ; Y, X
sta SpriteBuf1.Buttons+12
@@ -584,6 +584,18 @@ PrintPage:
php

Accu16
; -------------------------- show mosaic effect
; lda #$93 ; enable mosaic on BG1 & BG2, start with block size 9
;- sta $2106
; wai ; show mosaic for one frame
; sec
; sbc #$10 ; reduce block size by 1
; cmp #$F3 ; smallest block size ($03) processed on last iteration?
; bne -
;
; stz $2106 ; turn off mosaic effect
; -----------------------------------------------------------------------------


pei (selectedEntry) ; preserve selectedEntry (16 bit)

@@ -34,7 +34,7 @@ __ReturnFromMenuSection:
SetCursorPos 11, 7
PrintString "Select a theme ..."
SetCursorPos 12, 7
PrintString "View v3.00 developer's note"
PrintString "View developer's note"
SetCursorPos 13, 7
PrintString "Check for firmware update"

@@ -45,7 +45,8 @@ __ReturnFromMenuSection:

lda #$9898 ; Y, X
sta SpriteBuf1.Buttons
lda #$03A0 ; tile properties, tile num for A button
; lda #$03A0 ; tile properties, tile num for A button
lda #$03A4 ; tile properties, tile num for Y button
sta SpriteBuf1.Buttons+2
lda #$A898 ; Y, X
sta SpriteBuf1.Buttons+4
BIN +0 Bytes (100%) src/out/POWERPAK/UPDATE.ROM
Binary file not shown.

7 comments on commit 2888588

@Ramsis-SNES

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Ramsis-SNES replied Mar 15, 2018

Hey gammy,

so nice to finally see someone else working on this awesome piece of hardware, too. :D

The theme loader sometimes "forgets" to load certain items

Hmmm ... Never had any theme-related start-up problems myself. Could you please open an issue with a detailed description of the issue so I can attempt to fix it? :)

Will check out your own theme ASAP. :D

Ramsis/ManuLöwe

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Ramsis-SNES replied Mar 17, 2018

Your theme rocks indeed! :D Do you mind if I include it in an upcoming release?

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Ramsis-SNES replied Mar 18, 2018

Helloooo! You there or not? :D

@gammy

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gammy replied Mar 19, 2018

@Ramsis-SNES, apologies for the late reply - I only just saw your messages. Thanks for commenting, and thanks for this lovely firmware! I wasn't really expecting anyone to notice this repository; you caught me off-guard :).

Of course, feel free to use any work I've done, but be aware that I have not explicitly asked for the author's permissions when it comes to the two photos in the theme (see https://github.com/gammy/snes-powerpak-firmware-v3/blob/master/theme/gammy/CREDITS).

As soon as I get some time, I'm going to get in touch with a very good pixel artist I know, to see if he can make some custom graphics for me. If he does, I can guarantee something out of the ordinary.

@gammy

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gammy replied Mar 19, 2018

@Ramsis-SNES as for the note on the theme load-up failure, there are some further comments in the note section: maybe you missed it, or you still want more information?

The theme loader sometimes "forgets" to load certain items, such as the button graphics, when returning from the developer's notes, and so on.

Try setting a (new) theme, enter the developer's notes, return to the main menu, power-cycle (reset, hard-off, play around) and the theme will reset to your hard-coded default. Again, as soon as I get some time, I'll see if I can reproduce it, and record it. I'd mark this issue as low priority, as themes work fine as long as you stick to setting the theme, saving, and properly powering down the console.

It's worth noting that this behavior was observed when the Powerpak was connected to the Super NT - I've not tested this on the real SNES.

@jensma

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jensma replied Mar 20, 2018

Cool

@Ramsis-SNES

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Ramsis-SNES replied Apr 12, 2018

Huh? Progress! Or? ... (not?)

as for the note on the theme load-up failure, there are some further comments in the note section: maybe you missed it, or you still want more information?

I apparently missed "it", but please don't bother. ;-)

Try setting a (new) theme, enter the developer's notes, return to the main menu, power-cycle (reset, hard-off, play around) and the theme will reset to your hard-coded default.

That's exactly the way it's supposed to act, so your "issue" isn't an issue at all, but a misunderstanding on your part. :D

To clarify (once more): Once you select a different theme AND if want your choice to survive a console reset (FYI, playing an SPC file or leaving the dev note does indeed involve a console reset each time, as you'd already know had you fully understood the PowerPak firmware's software design), then you HAVE to return to the Settings menu before anything else, and hit the Start button in order to save your changes.

Hence the prompt that prompts you to do exactly that. ;-)

So no, this isn't an "issue" at all but instead the way it's designed to work right now :D

But, to "fix" the "issue" please feel free to add a "Save-current-config-to-POWERPAK.CFG"-type of routine anywhere you like, e. g. just before a dev-note-leaving reset. Shouldn't be too hard, but I'll nevertheless gladly be of help just in case :D

Tschau! :D

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