Okay, got the wire to pad A in place, and the IGR is working now. Thanks again for setting me straight, borti.
And sorry to the OP for hijacking the thread, but the title of this thread is a very good one for potentially a wide array of discussions within its scope. If what comes next is better placed elsewhere, someone please point me there.
My interest in the deblur toggling was triggered by a response to a post I made in the OSSC thread. My post was basically asking if the dancing pixels you can see quite prominently at the character select screen of Fighting Force 64, is normal. Notice it doesn't affect everything - character portraits, character models and other things are not affected.
https://www.youtube.com/watch?v=X2EVREA7wy0&t=14s
I have noticed this same effect elsewhere, particularly Killer Instinct Gold backgrounds. Foregrounds, characters, attack effects, are not affected, but the backgrounds consistently are.
It was present when playing on the stock firmware on the viletim board, and persists with borti's firmware. I'm not saying it's anything wrong, I'm just a bit curious about it. The response I got on the OSSC thread suggested that it could be perpetuated by the deblur feature.
So, I now have IGR working w/ borti's firmware, and below is what I've found, with OSSC set to 5x.
Toggling deblur on and off has a slight effect. It is noticeable - pixels, edges, etc getting sharper or softer as expected. It's cool to be able to see a comparison in real time. Deblur is definitely my preference.
Toggling 15-bit mode on and off doesn't have any effect on Fighting Force 64 and Killer Instinct Gold. So, then I tried Mario Kart, and found that toggling 15-bit mode on produces the dancing pixels on backgrounds. Turning it off elminates them, and the backgrounds are perfect. Toggling deblur on and off while in 15-bit mode has no affect on the dancing pixels, and also had no affect on their presence in FF64 of KIG.
So, I was out to try to eliminate the dancing pixels, but found that they can only be turned on, on games that otherwise don't suffer from them (or, better stated, they seem to be a function/result of 15-bit mode).
I'm sure these are very low-level findings but am curious as to the reason it occurs. I'm guessing that FF64 and KIG are natively 15-bit mode games?