PocketNES update, assisted by AI

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Yeah, and speaking of which, more updates to pocketvt have been added. I (or rather, Claude) is planning to add more more mappers to bubble2k16's VirtuaNES for 3DS (possibly also VTxx, if possible, to increase accessibility of those games).

This screenshot of Cheetahmen brought to you by Claude Code allowing suckers like me to waste my time on things just because i can, lol.
 

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Yeah, and speaking of which, more updates to pocketvt have been added. I (or rather, Claude) is planning to add more more mappers to bubble2k16's VirtuaNES for 3DS (possibly also VTxx, if possible, to increase accessibility of those games).

This screenshot of Cheetahmen brought to you by Claude Code allowing suckers like me to waste my time on things just because i can, lol.
WHAT THE FUCK?! HOW DARE YOU!?

MORE PEOPLE ARE SUFFERING BECAUSE OF YOUR SELFISH DECISION of allowing Cheetahmen to be playable... if I could conpress all the vomit the 80s produced, it would take the shape of Action52 and Cheetahmen...

@Krem Quay
Now port Cheetah Girls!


Seriously speaking, wonder if Claude or you could port those Famiclon "9999999-in1" mappers?
 
Yeah, and speaking of which, more updates to pocketvt have been added. I (or rather, Claude) is planning to add more more mappers to bubble2k16's VirtuaNES for 3DS (possibly also VTxx, if possible, to increase accessibility of those games).

This screenshot of Cheetahmen brought to you by Claude Code allowing suckers like me to waste my time on things just because i can, lol.
1790653972320.png
 
WHAT THE FUCK?! HOW DARE YOU!?

MORE PEOPLE ARE SUFFERING BECAUSE OF YOUR SELFISH DECISION of allowing Cheetahmen to be playable... if I could conpress all the vomit the 80s produced, it would take the shape of Action52 and Cheetahmen...

@Krem Quay
Now port Cheetah Girls!


Seriously speaking, wonder if Claude or you could port those Famiclon "9999999-in1" mappers?

which mapper is it? tell me and i can take a look
 
which mapper is it? tell me and i can take a look
i don't think abyone has it, and unfortunately I can't dump it. I've looked for actual images of my bootleg cartridge but haven't found ANYTHING related to it.
It's a 99999-in-1 thar came with a laptop famiclone, so most of the games are typing related... I don't think I can even playbit right now because I don't have controllers for my Famiclon.

The one I can't find ANY photos of is the one below...
Had own ot since... if I recall correctly... 2000 or 2001...

20260928_223922.jpg


I'm aware mapper refers to the chip themselves... but just wondering if anyone has dumped that blue cartridge before... am I owning a one of a kind? Again, can't find information about that particular cartridge.
 
how do you type on a GBA? LOL
Easy: Reverse engineer the Pokemon Keyboard, map it to GBA emulator.
Then write custom firmware for Pokemon Keyboard and solder USB-C port.
Mod GBA to support USB-C and hook the hacked Pokemon Keyboard to GBA USB-C.
Launch emulator, play typing game.

Literally a 5 step process :creep:


I'm aware, but just wondered if that particular mapper could be reverse engineered by AI. But until I have the hardware to dump my Famiclon Cartridges we will never know.

Don't take it too seriously though!
 
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yeah theres countless "9999999 in 1" out there, and i don't want to waste turns on what could very well be properly implemented, hence why i want to know the specific one.
 
AI hate is mostly performative in the dev scene, when it's justified it's obvious and the product would be hated even without AI involved.
End of the day if it results in a good product/end result without major bugs, it's a good use of a tool. Especially if no one else is going to do what you're using it for (like that supersnes9x for those who don't want to use retroarch for the updated core with contemporary features)
You can't imagine the amount of people who blindly hate on AI made ports lol

Thankfully mods do a good job at keeping the peace. But if you go and look some subreddits on the matter It's mostly a shitshow.
 
the purist gatekeepers suck
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I love the Doom port meme because it actually helps by inspiring port games to anything and anywhere possible, like Action 52 on GBA
 
Last edited by Krem Quay,
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I like seeing this progress still on PocketNES.

Is it possible to use Claude or whatever to modernize the 20 year old NES rom loader app Flubba had made(I think he did it?) back in the 2000s to create your own GBA roms to drop onto your flash kit? The same loader also worked for PCEAdvance too.

I've been wanting to make a few HuCard gba files to put on my ezflash omega and have been gatekept out because I cant get a VM going, and I can't for the life of me figure out how the hell to use Python either to make it myself. I've tried and failed at learning to code since the 90s and long gave up trying to figure out how to compile shit. People tend to get nasty and dismissive just saying, do it, when do it isn't that fucking simple unlike for them where it's second nature easy stuff.
 
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where's the NES rom loader app? I'll definitely be willing to help if you send it to me
The original site is dead, can't recall the domain for web archive, but Zophars Domain has it.
GO here: https://www.zophar.net/consoles/gameboy/nes/pocketnes.html
Grab this:
pnesmmw12a.zip
09/15/2008
Windows utility for the 07/31/08 release to build a menu for loading multiple ROMs

https://www.zophar.net/download_file/12653
That link may work direct not sure.

This app when it did work allowed people to build using a Window GUI up to the max file size (32MB) .GBA files to run on a flash kit for NES, PCE, PCE CD, Master System, Game Gear.

I haven't used it in nearly 20 years, but if I remember it's either click to add or drag n drop, but it did work flawlessly in the day.
 
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PocketNES Menu Maker was a good one to modernize.

Similar to Goomba / Goomba Color, one way to "build" a PocketNES compilation was to simply append your NES roms to the PocketNES.gba emulator core, something like a command-line "copy /b pocketnes.gba + rom1.nes + rom2.nes output.gba"

But unlike Goomba's simple frontend, PocketNES Menu Maker could add extra features embedded into the compilation somehow, with the main one I remember being the sprite auto-follow feature. So for example in SMB it knew Mario's sprite ID from an included database file, and when playing the game you set the display mode to "Unscaled (auto)" and it would show the unscaled NES screen which crops off a lot, but the visible window would follow Mario and scroll the screen up and down as he jumps and lands. Cool workaround to the resolution issue versus squishing the screen entirely.
 
Jeez...goddamn dude you're amazing, thanks. You really should append that to your first post because a lot of people can't compile, script, or code and this will allow far more usage of your upgraded tools here on the GBA side of things.

As you saw from the code retooling that thing it allows a lot of systems to get premade GBA roms to run off any GBA ready flash kit that can fit the files. Whether it's just a solid chip one to one using micro SD cards the files made can be fired up to run all sorts of opportunities with your work there which is fantastic. I'll have to open this up once i'm done here, curious to see how thorough it is as I can not for the life of me remember if it did PCE CD ISOs too or not, I think it did though. 20 years ago I had Ys 1+2, Dracula X, and the Gate of Thunder CDs thrown on my flash kit for on the go which was mind blowing.

I don't see a compiled build of it yet under releases is that to come?

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PocketNES Menu Maker was a good one to modernize.

Similar to Goomba / Goomba Color, one way to "build" a PocketNES compilation was to simply append your NES roms to the PocketNES.gba emulator core, something like a command-line "copy /b pocketnes.gba + rom1.nes + rom2.nes output.gba"

But unlike Goomba's simple frontend, PocketNES Menu Maker could add extra features embedded into the compilation somehow, with the main one I remember being the sprite auto-follow feature. So for example in SMB it knew Mario's sprite ID from an included database file, and when playing the game you set the display mode to "Unscaled (auto)" and it would show the unscaled NES screen which crops off a lot, but the visible window would follow Mario and scroll the screen up and down as he jumps and lands. Cool workaround to the resolution issue versus squishing the screen entirely.
Exactly another reason why I was hoping somehow to get this thing going, but kept getting road blocked by my inability to code, run and install scripts etc so re-create the thing for a modern environment. That tool has added prospects that allow for some nice things to happen. I know PCE is pushing the envelope, but I found many games ran near or at 100% of normal speed, some dipped down to around 80% which isn't awesome but it was not game breaking either way.
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Wow both of us built a solution. @Krem Quay
@VmprHntrD you can also try out my webapp in the other thread.
Which thread? I'll try and find it. Limited on time as I work at home. ;)
 
Last edited by VmprHntrD,
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@VmprHntrD Thank you! But most importantly, thank you Claude Code for making this technology possible. I prioritized a .py on the first run. I'll ask it to make a compiled .exe too
 

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