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Custom "Jailbreak" firmware for the Analogue Nt Mini V2 "Noir"
Pressing the menu key (to insert coin) will sound the “gun stolen” alarm within VS arcade hardware.
When using the famicom keyboard and the original cartridge Family Basic with a normal Famicom. The keyboard inputs the keys you press.
But when pressing keys when having it connected to the Analogue Nt Mini Noir with jb (didn't try without jb) it will wrongly input keys a bit more to the right. Example: I press A, however it inputs into the game a D. No key is correctly mapped.
Any clue why this happens on the NT but not on an original Famicom?
Has anyone else this problem?
When the ball moves from the bottom of the pinball table to the top, or the top to the bottom, the screen transitions and some vertical lines can be seen. Here's a clip demonstrating the behavior https://streamable.com/leculg
I confirmed that this doesn't happen on a Game Boy Player, using Game Boy Interface High Fidelity. Can post a clip of that if wanted.
Tested on JB v6.5
Self explanatory, in the Genesis core's options > Audio, trying to adjust the Channel Levels and Channel Panning sliders results in nothing happening, all of them are stuck and can't be changed.
The game shows only blank screen after GB-logo. Tested E, U, J.
Glitched screen, can’t start game
I've got the most recent 'jailbreak', I've tried dumping the save file off my Zelda cartridge and it came out with a size of 0. Then the save disappeared off my cartridge (the battery died, it was on its way out anyway). Used a save file editor to edit a .sav I had on my PC to get myself back to where I initially was, put it in the saves/nes folder, and when I boot up the game from cart or SD card there are no saves.
Every time I try and dump saves off the cartridge, no matter the amount of progress, the size is 0.
Am I doing something wrong?
GAME1115.zip
Title screen plus all menus display as blank screens but otherwise function properly. Game seems to display fine once you are in a table.
Startropics via the NT Mini Noir jailbreak NES core won't register name. Once you input the name it still shown as blank afterwards.
Game was patched via the header 2.0 patcher. However the CRC32 of the game is NOT the same as written in the 2.0 header file. Can't find the CRC32 of the same as the 2.0... Only find 4EC835B8 and 2ED79B73
Via Everdrive N8 u can play the European version and it works fine.
Both NTSC and PAL version crash upon reaching the first boss and him starting to break the gate.
This issue is probably because the game is trying to read some memory location it actually don't use.
Setting all FF or all 00 in memory before loading didn't help.
Either the game just freezes and the audio continues or, like in the PAL version, the game crashes completely.
There is only one scaling preset for the height in the Gamate core ("2.0x" ~ 1024px) and it is wrong!! 1024px = 6,74 * 152px, the Gamate's original resolution.
Could be me or maybe a real problem. First off I know once jailbroken what the point of it but.... Games like Super Mario, Zelda, are a random graphic mess. Some games like .vs Excitebike, SMB 2 runs fine. When running on the Analogue RAM cart diags (select+start before the boot screen) should say PRAM CRAM OK, instead some random hex code. Also expanded audio is not working, ie Zelda 1. Real disks/disksystem/fdsstick are used for testing. Famicom carts seem to run ok.
Running 6.5 jailbroken firmware.
The cart connector is clean as a whistle. Why some games work fine others do not. I have 2 ram carts for testing both are version 1.
Downgraded back to 6.2 everything seems to work again. Carts, ram cart (DIAG says OK), expanded audio on Zelda 1 is back.
thx
-ACiD
Go the ending of any level. The victory music that plays is very far removed from how its supposed to sound on real hardware. Issue on nt mini noir with JB firmware 6.2. Audio issue is the same on the GB and GBC core. I compared against same rom through a SGB2 on a Super Nt.
I'd like to request a feature. Please consider adding an option to swap the function of the A/B buttons in the menu.
I am used to A being select and B being cancel. I am constantly making incorrect/unintended menu selections.
Some of my titles are displaying as color rectangles when I load them.
For ex. here is how Journey to Silius loads when interpreted into these modern cuboids :) -
Another classic reinterpreted as modern art: Balloon Fight -
Most other games load fine.
Using the latest 2020-11-23 firmware (ntmv2_firmware_verJB6.2.bin
) on Nt Mini Noir.
Tried using Normal
speed setting for the SD card, rebooting the console several times, reinserting the SD card. Seems like a software/firmware issue of some sort, nothing to do with the console or SD card. Or maybe I need to do something to some of the game files related to headers?
Thank you for this great project and thank you for any hints on this issue!
Once Noir JB firmware v6.2 is installed, the Noir will not accept rolling back to stock firmware v1.0.
There's more BIOS files required to get things like Intellivision working. Having a full list of all those BIOS files + having the hashes for each file (to verify each file) would be great to have.
The README.md does touch upon the two BIOS files needed to get Intellivision working, however it doesn't tell the user what they're supposed to be named. Adding the BIOS information to that file too would be great.
I’m not sure where else to turn. I’ve been looking for a solution and have come up dry. While installing the jailbreak for the NT Mini Noir, we had a three second long brownout in out neighborhood. It was so short, but the Noir didn’t finish the install. I started it again, and it seemingly worked.
The NES core works, but it’s buggy. Invincibility is seemingly turned on randomly in the few games I tested, (Gunsmoke, TMNT, and Panic Restaurant). Also, no other cores are working, giving me the title of this post as an error message (Core Loading Error!)
I tried loading the original BIOS 1.0 on an empty, FAT32 card into the noir, but no dice. The system ignores it and boots like normal into the jailbreak.
Any help would be appreciated. If this isn’t the place for help, a push in the right direction would be greatly appreciated. Thanks so much!
Hi, following up on the BIOS file documentation issues in #2, I noticed the following:
Currently there is no CRC32 listed in the README for the BIOS file (012.bin
), but from No-Intro it looks like it might be 0DE7579D
. Can someone please confirm?
Also, searching on Google etc. I can't find anyplace on the Internet (other than in this repo) that references the checksum listed for intvexec1.bin
. Usually if it's the right checksum you can find a reference to it in other databases like No-Intro or MAME/MESS. The current README has it as A85FC6DD
but No-Intro has it as CBCE86F7
.
Similar to the above, I can't find a reference to the current checksum listed (2882C02D
). No-Intro has 3 BIOS files, but I'm not sure which one (if any) is the right one to use here:
04694ED9 [BIOS] Fairchild Channel F (USA) (SL31253).bin
9C047BA3 [BIOS] Fairchild Channel F (USA) (SL31254).bin
015C1E38 [BIOS] Fairchild Channel F (USA) (SL90025).bin
I can't find any references to the 3 checksums listed for the voice add-on BIOS files (19355075
, 66041B03
, and 6780C7D3
) so I'm not sure they are correct.
The README currently has no checksum listed for smsbios.bin
, but No-Intro has it as 0072ED54
for North America and Europe, and 48D44A13
for Japan.
The digital output is great, perfect and wonderful. BUT unfortunately when I hook the NTMiniNoir to my PVM-20M2MDU the picture is horizontally stretched. I do not have this problem with the NES core or reading the cartridge. In comparison my GameCube with GBPlayer has a perfect aspect ratio on the PVM leading me to believe the issue is with some setting I'm unaware of or the core.
This has happened about 2-3 times now, it still happened after the recent update. Most recent was with Shantae on gbc core. It randomly goes to a black screen. It happens after 10-15 min of game play. Can’t do anything after that except use the button on the back to power cycle it. I believe the last time it happened, it was with Mario land 2 on the game boy core.
Similar glitches to Tigger Hunni Safari, like alpha/transparency layer isn't getting cleared. Visible during character creation screen. I can provide a screenshot, if that helps.
I tried the Dump tool with Dragon Warrior 1 as a test game. I selected Generic MMC1 SxROM.BIN as the mapper. Tick the battery box, press start, the rom dumps without any issue, but the save file is always 0 KB in size when it should be 8 KB. According to the NES Mapper Reader tool that is the correct mapper. The dumped rom can be loaded with NES core. Something is still not right with the dumped rom because it won't save the game. Save right away by talking to the king, press down + start to open and close the menu to save the game. Restart the dumped rom and there no save available.
The internal footprint the 2600 core implements is based on 238 lines instead of 240, causing the set labels for vertical integer scaling to improperly stretch the graphics based on 240 lines. The current workaround is to multiply 238 for the integer you want and use that as a custom vertical scale. Example:
238 x 5 = 1190, so you have to use 1190 for perfect 5x vertical instead of 1200.
A static sound (that's a bit louder in the right channel) is audible when the SPC Player is in use. It seems to be at a relatively constant volume, so is more noticeable when the SPC track is quieter. This issue is not present on the Super Nt.
Enable:
Settings > System > Hotkeys & Controllers > 4 Player Settings > Four Score
And then save settings and cycle the system. It defaults back to “Standard Controller”.
Tested on stock firmware, but it is probably there in the jailbreak firmware too.
The documentation as it is currently suggests in multiple places that the famicom data pad (aka the famicom network controller HVC-051) is a viable controller choice for several of the cores that make use of the number pad. This doesn’t seem to be the case because the cores that could potentially make use of the number pad don’t read input from the famicom expansion port. So perhaps clarify that it’s the NTT Datapad SNES controller (with SNES to NES adapter) plugged into the NES port that ought to be used, rather than a famicom data pad plugged into the famicom expansion port.
The bass voice (which then switches to a higher register in the bridge section of the track) in the Tetris A Theme is much more sawtooth-like (or nasally) than heard on original hardware.
With the unhacked version of Vs. Mighty Bomb Jack with correct NES2.0 headers, the game loads to the title screen but the menu hotkey is unresponsive on either controller (required to insert a coin). Holding the menu hotkey while pressing reset will allow access into the menu, but once in game, dpad-left moves right, dpad-down moves left.
A second controller plugged in seems to trigger some kind of level select/debug mode. Game is unplayable in this state. Issue comes up with an original Gun-Dec Famicom cart, and through rom file loading. On Nt Mini Noir with 6.2 jailbreak firmware.
Journey to the west fails to load. Using nointro set.
Per Kevtris on enabling Passthrough Mode:
“this means you can't get back to the menu without power cycling using the button on the back though. it should allow tapping the button twice to exit passthrough mode but I think that stopped working so it needs fixing”
One of my daughter's favorite shows. We play the ROM on MiSTer fine, but it hangs after the title screen on Nt Mini Noir (and the original Nt Mini).
I'm guess this has to do with the POKEY chip not hearing any music played in Commando. SFXs are there just no music.
At a minimum, VS Arcade palettes should be included and named appropriately in /PALETTE/
so that they can be automatically-loaded when loading a VS rom with an NES2.0 header containing the specific palette to be used.
Also, add the additional custom palette directories to /PALETTE/
that existed in the original Analogue NT Mini jailbreak.
In the Video/Width & Height settings, no matter what you set on the horizontal shift slider, the image is always slightly shiftet to the right. You cannot center the image nor shift it towards the left. A value of 32/64 should perfectly center the image on both axes.
Going in a magic bag causes graphical glitch where felix just sinks downward and disappears instead of going in bag like normal.
According to the readme, the mapping for the Genesis core using the M30 controller should be:
Genesis | M30 |
---|---|
A | B |
B | Y |
C | A |
X | X |
Y | Z |
Z | C |
But I'm seeing:
Genesis | M30 |
---|---|
A | B |
B | A |
C | Select |
X | n/a |
Y | B |
Z | n/a |
My setup is using a NES 8bitdo BT adapter and 8bitdo M30 BT controller fot this test. I'm using Street Fighter 2 option key config to get the result I got.
Hopefully there is a way to remap the controller config for the Genesis core.
Ran the python script on VS. SMB and upgraded the headers to 2.0 (I guess). I'm not seeing the dip switch screen in the core options. Also how do I get the correct colors to be displayed?
I apologize ahead of time for posting this Analogue Nt Mini Noir compatibility issue here if it is inappropriate, but I was directed here in a Facebook Analogue group. The Turbo Blaster peripheral does not work for the Noir. Controllers are completely unresponsive when plugged into the Turbo Blaster.
I know it's 100% obvious to 99% of the users, but I didn't see any info on how to apply the JB firmware. Finally figured it out using the info from Super NT (https://github.com/SmokeMonsterPacks/Super-NT-Jailbreak).
Perhaps this info could be added to the NT Mini readme as well?
ntmv2_firmware_verJB6.2.bin
, to the root of the SD cardI have two 8BitDo N30 2.4g retro receivers plugged into my NT Mini Noir (in Player 1 and 2). Only Player 1 controller is actually on (player 2 is off). The game fails to load properly and loads to a screen which says "Stage Select" (although it seems to be an audio test of some sort).
If I unplug Player 2's retro receiver and re-load the game from the Noir's menu it will load normally. If I plug back in the Player 2 Retro Receiver the Noir locks up and needs to be power cycled to get back up and running (controllers are supposed to be hotswapable while it's on).
Tried with today's jailbreak firmware with the ROM's on a SD card, and through a Krikzz N8 Pro Everdrive cartridge as well.
The ROM is from a SmokeMonster set which I believe is using No-Intro files. Filename is "Vice - Project Doom (USA).nes". Don't have clrmamepro or similar setup currently to get the databases MD5 to match it up, but when I run it from my file I get MD5 checksum of 70edfbe6dc959737199cfb803703a734. This matches a couple hits for this game and the No-Intro set I found online. About 30 other games have played perfect so far. I took a video of this strangeness if you happen to need it. Can upload the exact ROM too if that's allowed.
With manual disk switching enabled, run Metroid fds. Open menu to load side A. After choosing a save file in the game, it will prompt to load side B. Opening the FDS disk menu and choosing side B does not do anything.
When stuck in this condition, switching to semi-automatic mode and then pressing select when back at the game screen will cause the load to occur.
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