We'll see. I've been fixing games by debugging NesterDC and NNNesterJ side by side. If a game is also not working correctly in NNNesterJ, then I probably won't fix it in this first pass of bug fixes. [...] It'll require me to look at another emu with even higher compatibility, like Nestopia.
[...]I have come across several games, especially the KOEI games like Romance of the Three Kingdoms, that seem to have the same kind of problems but I haven't pin pointed exactly what's causing them. I think if I get one fixed, they will all be fixed. I hope.
On another note, I added the ability to change the button mappings to whatever you desire. You can even bind a seperate button for autofire A and autofire B. Each controller can be configured seperately. Here's the new default mapping:
NES B -> DC X
NES A -> DC A
NES Autofire B -> DC Y
NES Autofire A -> DC B
NES Start -> DC Start
NES Select -> DC R Trigger
NES Coin (for VS games) -> DC L Trigger
This way, instead of toggling autofire, you can have it at your disposal at any moment. Of course, if you don't like the default you can change them and your settings are saved to the VMU. On top of that, you have a choice of rapid fire speed for both A and B. The choices are Slow, Medium, Fast, and Insane.
I'm planning on adding a Slo Mo feature. There will be two flavors of it too. The first type will be controlled by the emulator; just skipping frames on purpose. The second type will be the old skool turbo-fire-on-the-start-button kind, like seen on many controllers from back in the day, such as the NES Advantage.
Bookmarks