The mappers outside the current "read the header" method are so small in number, they're edge cases where I'd expect a user to do some prior research (especially since GBE+ comes with a manual detailing such edge cases and how to deal with them) Just tell the user to decide things manually. To me, the solution is simple: don't automate the process.
Most recently, I've added the MBC1S (sonar variant of the MBC1) to that list.Ī lot of people scratch their heads when it comes to handling exotic carts that aren't well detected via the header or other metadata. For example, MBC1M (the multicart variants of the MBC1) and MMM01 carts are done like this in GBE+. The way I handle unique mappers that can't be ID'd via the header is to have the user manually specify which one they want to use before my emulator runs via a simple drop-down list. Maybe only 16 assignments should be required this time The internal header can't always be trusted, I believe it fails with MMM01 games for example. Third, testing real hardware can be difficult because the cartridges are either rare or in Japanese or Chinese.Įssentially this list shows that emulation of not just unlicensed but licensed games cannot likely be completely done without a mapper assignment system. Second, there is scant documentation for the hardware in these cartridges because the games are in Japanese or extremely obscure. First, some of them have hardware that is difficult (camera, accelerometer, flash memory, eeprom) or impractical (infrared, noise making when powered down) to emulate or simulate. There are three issues with games like these. These >32KB games do use one of the common MBCs (1, 2, 3, & 5) or do not use them in a typical manner. Some may boot, some may be partially playable but all are likely to fail sooner or later. Thanks for reading, you are always welcome to share your CGI art.I have attached a list of games, currently numbering 70, that are likely to fail in your flash cart or emulator. Here is our diamond highlighting the different modes. This one is hard to illustrate, but bare with me. But instead, you can select by element by clicking your model once and the whole thing would be highlighted and be considered just 1 element even if the model had over 9000 polygons. That isn't considered element selecting, that is selecting polygons. It is basically all polygons selected, for example if your model was made of 150 polygons you could select all 150 polygons. An element is the whole model selected at once. The final mode I will discuss is selecting by "Elements". In the picture I have scribbled over the polygons lightly with blue. Polygons, or more commonly "Poly" or "Polys" are the faces on a model surrounded by edges. In the picture, the edges have been highlighted red. Edges are the lines that go between vertexes, like the edges on a box.
The next selection mode is selecting by "edges". In the picture you will see the vertexes on my diamond shaped primitive outlined in green for you later on. Vertexes are the points on a model, they give edges an ending and starting point. There are 4 basic selection modes to modify parts of a model such as vertexes, edges, polygons, and elements.įirst we will start with "vertexes". Get ready to count your polys, because today we will learn what they look like.So you could do such a thing, but why would you when the program can count them for you?