<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[ChipMusic.org - NES Dual Port RAM Interface]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/14236/"/>
	<updated>2014-05-06T02:53:10Z</updated>
	<generator>PunBB</generator>
	<id>https://chipmusic.org/forums/topic/14236/nes-dual-port-ram-interface/</id>
		<entry>
			<title type="html"><![CDATA[Re: NES Dual Port RAM Interface]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/207850/#p207850"/>
			<content type="html"><![CDATA[<p>Thanks guys! Really appreciated.</p><p>I think I&#039;m going to do a second run with a proper soldermask. The board is functional but can use a few updates, mainly some pullups on the control lines of the AVR side of the RAM and a &quot;write-protect&quot; jumper for those who want to be certain that the games aren&#039;t being modified in a competitive setting. </p><p>I&#039;ll have to gauge demand but it&#039;s kind of intensive (need to desolder a DIP package without ripping up any pads), which probably isn&#039;t for everybody.&nbsp; &nbsp;Not sure if I&#039;d be up to coding support for more than a few games so I&#039;d have to release a pretty good manual on how to develop for it, also dual port RAM is expensive ($12 for that chip!).</p>]]></content>
			<author>
				<name><![CDATA[Batsly Adams]]></name>
				<uri>https://chipmusic.org/Batsly+Adams</uri>
			</author>
			<updated>2014-05-06T02:53:10Z</updated>
			<id>https://chipmusic.org/forums/post/207850/#p207850</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: NES Dual Port RAM Interface]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/207834/#p207834"/>
			<content type="html"><![CDATA[<p>The possibilities are more or less endless. Batsly, you&#039;re a monster! Is this going to see general availability in any form?</p>]]></content>
			<author>
				<name><![CDATA[kineticturtle]]></name>
				<uri>https://chipmusic.org/kineticturtle</uri>
			</author>
			<updated>2014-05-05T23:00:34Z</updated>
			<id>https://chipmusic.org/forums/post/207834/#p207834</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: NES Dual Port RAM Interface]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/207833/#p207833"/>
			<content type="html"><![CDATA[<p>You could sell a ton of these if someone wrote some code to make this friendly for speedrunners!!!</p>]]></content>
			<author>
				<name><![CDATA[MaxDolensky]]></name>
				<uri>https://chipmusic.org/MaxDolensky</uri>
			</author>
			<updated>2014-05-05T22:39:10Z</updated>
			<id>https://chipmusic.org/forums/post/207833/#p207833</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: NES Dual Port RAM Interface]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/207807/#p207807"/>
			<content type="html"><![CDATA[<p>Damn. You&#039;ve done it again! This is seriously excellent work.</p>]]></content>
			<author>
				<name><![CDATA[TylerBarnes]]></name>
				<uri>https://chipmusic.org/TylerBarnes</uri>
			</author>
			<updated>2014-05-05T16:29:23Z</updated>
			<id>https://chipmusic.org/forums/post/207807/#p207807</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[NES Dual Port RAM Interface]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/207804/#p207804"/>
			<content type="html"><![CDATA[<p>Finally finished the new NES project I&#039;ve been working on. A RAM replacement for the console that allows you read/write any memory location live via serial. You use your actual games in the console, they don&#039;t require any modification to run. The board also provides additional features like a remote reset / frame stepping for debugging.</p><p><a class="postimg" href="http://4.bp.blogspot.com/-IqOi_WHTuM8/U2atiuJS6HI/AAAAAAAAAhQ/u7VvqT3svGo/s1600/unnamed+(2).jpg" title="http://4.bp.blogspot.com/-IqOi_WHTuM8/U2atiuJS6HI/AAAAAAAAAhQ/u7VvqT3svGo/s1600/unnamed+(2).jpg" id="forum_image_11697369"><img src="http://4.bp.blogspot.com/-IqOi_WHTuM8/U2atiuJS6HI/AAAAAAAAAhQ/u7VvqT3svGo/s1600/unnamed+(2).jpg" /></a></p><br /><br /><br /><br /><br /><br /><p>Here is an example of the stuff you can do with it - pulling live data from Blades of Steel to create a scoreboard / trigger a relay on a goal.<br /><a href="https://vine.co/v/M6WzFBXeX1e" target="_blank">https://vine.co/v/M6WzFBXeX1e</a><br /><a href="https://vine.co/v/M6WZlFjdJ69" target="_blank">https://vine.co/v/M6WZlFjdJ69</a></p><p><a href="http://www.batslyadams.com" target="_blank">http://www.batslyadams.com</a> for technical details / more examples.</p><p>Also : yes it would make a great interface for a synth because of the bandwidth involved, it just wouldn&#039;t be very practical since you need to make a pretty major modification to the console. Having a cart is still the best way to go.</p>]]></content>
			<author>
				<name><![CDATA[Batsly Adams]]></name>
				<uri>https://chipmusic.org/Batsly+Adams</uri>
			</author>
			<updated>2014-05-05T15:33:25Z</updated>
			<id>https://chipmusic.org/forums/post/207804/#p207804</id>
		</entry>
</feed>
