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Home Page: https://www.patreon.com/furrtek
License: GNU General Public License v2.0
Konami's Teenage Mutant Ninja Turtles for the MiSTer FPGA platform
Home Page: https://www.patreon.com/furrtek
License: GNU General Public License v2.0
Tried video mode 14 and it only displays in 1080p.
All other supported cores showing in color
I see TMNT in YC.txt
Title displays and plays , but everything is in greyscale
Example: mapping what is listed as 'attack' in the configuration menu to button 1 actually makes the turtle jump and vice versa.
Playing a number of the MRAs results in black lines appearing in the opening scene when the music starts (they disappear as soon as the music ends).
Repro Steps:
Launch an affected MRA (ex: Teenage Mutant Ninja Turtles (Oceania 2 Players, version ), but a number exhibit the behavior)
Result:
Black lines appear in the solid color portions of the opening sequence (see video below)
https://youtu.be/g5PudCjq34I
Expected:
No corruption.
If this is a duplicate - I couldn't find it in the issues list - please close.
I have a few CRT's in my room and tested the new TMNT core and noticed it was outputting an odd signal that caused some CRT's to display darker then others.
You can see in this picture that the far left monitor, a Sony 9L3 works fine, but the JVC TM1950 is darker then it should be and the Sony 20L5 is very dark, almost black (with a slight bright part at the top). Note these monitors work perfectly fine with 100% of the other Mister cores and all consoles
Here is another close up of the 20L5, can see that slight bright part at the top. I did find if I adjust the CLP P DLY setting on the 20L5 I could get the image to display normally, but this will cause issues with other sources. Also the JVC doesn't have this option.
Hopefully this can be fixed relatively easily as it will be great to be able to enjoy this core on CRT's in all its glory!!!!! Thanks again for all the hard work on this core btw! Its coming along great!!!
Particularly noticeable and annoying in TMNT's sewer stage 3.
Must be something with the k051962 or layer mixing.
Mixing of the different audio sources is very basic right now, causing some SFX or instruments to be too loud.
Affects TMNT's Leonardo's character card in the character select and hi-score screens.
Affects MIA's first stage intro (left half of animated film).
May be a subtile address problem in k051960.
See both TMNT and MIA test modes. DSW3 looks ok but not DSW1 and DSW2.
Occasional, seems to happen on the second run of the attract mode.
May be caused by SDRAM read clashes.
Maybe I'm missing something, but when I configure my button maps in TMNT (World 4 player), I found that coin does nothing, service inserts a coin, start does nothing, and attack starts (Which may make sense for the hard coded coin slots of the 4 player version).
I've tried reconfiguring my buttons in case I did it wrong, but it is the same.
The tile X flipping attribute is being ignored. See dev notes.
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