diff --git a/BizHawk.Emulation/Consoles/Nintendo/NES/Boards/AxROM.cs b/BizHawk.Emulation/Consoles/Nintendo/NES/Boards/AxROM.cs index 66efd4433d..2472a33d32 100644 --- a/BizHawk.Emulation/Consoles/Nintendo/NES/Boards/AxROM.cs +++ b/BizHawk.Emulation/Consoles/Nintendo/NES/Boards/AxROM.cs @@ -28,26 +28,31 @@ namespace BizHawk.Emulation.Consoles.Nintendo break; case "NES-ANROM": //marble madness - AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0); + AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0); bus_conflict = false; break; case "NES-AN1ROM": //R.C. Pro-Am - AssertPrg(64); AssertChr(0); AssertVram(8); AssertWram(0); + AssertPrg(64); AssertChr(0); AssertVram(8); AssertWram(0); bus_conflict = false; break; case "NES-AMROM": //time lord - AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0); + AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0); bus_conflict = true; break; - + case "NES-AOROM": //battletoads case "HVC-AOROM": - AssertPrg(128,256); AssertChr(0); AssertVram(8); AssertWram(0); + AssertPrg(128, 256); AssertChr(0); AssertVram(8); AssertWram(0); bus_conflict = false; //adelikat: I could not find an example of a game that needs bus conflicts, please enlightening me of a case where a game fails because of the lack of conflicts! break; + case "ACCLAIM-AOROM": // wizards and warriors 3 + AssertPrg(256); AssertChr(0); AssertVram(8); AssertWram(0); + bus_conflict = true; // not enough chips on the pcb to disable bus conflicts? + break; + default: return false; }