1

(18 replies, posted in Nintendo Handhelds)

Orgia Mode wrote:

I looked at Catskull's eagle files on github and the opto is indeed backwards. I suspect you originally thought I meant diode, but you soldered that correctly. Let's hope the opto is not damaged, but its likely fine.

ScanianWolf wrote:

EDIT2: Thank you!!! That was the issue!
It's beyond me how I managed to mess that up though, cause I was sitting and carefully pairing up the components in the right direction/order before soldering!

Good. Please give us an update with the full status of the project. Are there any more issues?

Definitely! I'm gonna try all the modes and functions and give an update!

2

(18 replies, posted in Nintendo Handhelds)

Orgia Mode wrote:

Is your optocoupler IC in backwards?

EDIT: Yeah, it looks like it is. The stripe on the IC indicates the side with pin 1. Pull the IC out and rotate it 180 degrees.

hmm alright I'll try that. but it has a stripe at one of the ends of it and it matches up with the printed marking on the pcb.
Edit: SOrry I confused the components, I'll try and update!

EDIT2: Thank you!!! That was the issue!
It's beyond me how I managed to mess that up though, cause I was sitting and carefully pairing up the components in the right direction/order before soldering!

rebb wrote:

You can also test midi input with keyboard mode in LSDj (Using channel 16 and keyboard mode from arduinoboy) check the note values from arduinoboy repo.
If that fails I can upload you serial print gb rom that can print what gameboy receives (Unless you have GBDK installed and can build the rom yourself)

Thank you very much for your help!

3

(18 replies, posted in Nintendo Handhelds)

Thank you for helping out,
I must admit that I'm quite overwhelmed by it all, especially after my extensive troubleshooting.

Unfortunately it doesn't seem to receive midi notes via the midi in port cause the status led doesn't blink when in mGB mode. Tried sending notes to it with both my Arturia Keystep and my soundcard but I get complete silence from mGB hmm

4

(18 replies, posted in Nintendo Handhelds)

rebb wrote:

Ah, just checked your screenshot. You are missing
#include <PS2Keyboard.h>
line after #else and before // values for the PS/2 Keyboard input
line.

Did you change the code or did you pull this recently? As last change is almost month old to repo.

I managed to install it to the arduino uno now and it reacts to button presses! Hurray!
I did not change the code, this time around I started out fresh with all the files and it seem to have worked.
Now I just need to test it out. I already noticed that the gameboy wouldn't turn on when connected to the arduinoboy.

Got these messages after the flashing:

C:\Users\User\Documents\Arduino\Arduinoboy\Arduinoboy.ino:250:16: warning: ISO C++11 requires whitespace after the macro name
 #define USE_PS2;
                ^
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'printMemory()':
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:49:20: warning: iteration 75 invokes undefined behavior [-Waggressive-loop-optimizations]
     serial->println(memory[m],HEX);
     ~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:48:16: note: within this loop
   for(int m=0;m<=MEM_MAX;m++){
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'initMemory(bool)':
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:29:37: warning: iteration 75 invokes undefined behavior [-Waggressive-loop-optimizations]
       memory[m] = defaultMemoryMap[m];
                   ~~~~~~~~~~~~~~~~~~^
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:28:18: note: within this loop
     for(int m=0;m<=MEM_MAX;m++){
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'setProgrammerMemorySave()':
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:55:15: warning: iteration 71 invokes undefined behavior [-Waggressive-loop-optimizations]
     memory[m] = sysexData[offset];
     ~~~~~~~~~~^~~~~~~~~~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:54:17: note: within this loop
   for(byte m=4;m<=MEM_MAX;m++) {
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino: In function 'checkForProgrammerSysex':
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:55:15: warning: iteration 71 invokes undefined behavior [-Waggressive-loop-optimizations]
     memory[m] = sysexData[offset];
               ^
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:54:17: note: within this loop
   for(byte m=4;m<=MEM_MAX;m++) {
                 ^
Sketch uses 11808 bytes (36%) of program storage space. Maximum is 32256 bytes.
Global variables use 778 bytes (37%) of dynamic memory, leaving 1270 bytes for local variables. Maximum is 2048 bytes.

Can I ignore those messages?

5

(18 replies, posted in Nintendo Handhelds)

rebb wrote:

Did you install the PS2 library to arduino libs folder mentioned in github?

"Added dependency on this library to handle PS/2 communication. To install, download the library, and extract it into your Arduino Libraries folder (typically Documents/Arduino/libraries). Do not attempt to install a PS/2 library from the Arduino library manager as that version will not work with this code."

Installed that and could flash it on my arduino r3 board.

Hi and thanks for your reply,

Yes I did the following just to be on the safe side.

C:\Users\User\Documents\Arduino\libraries\PS2Keyboard.h
C:\Users\User\Documents\Arduino\libraries\PS2Keyboard\PS2Keyboard.h (with all the other files from the archive also inside)

6

(18 replies, posted in Nintendo Handhelds)

catskull wrote:

Sorry, you need to use my fork of the code which changes the button from an input to an input_pullup: https://github.com/catskull/Arduinoboy

That used to be on the product page but got removed at some point. I've added it back now.

Thank you for clarifying this! I’m gonna try to install your custom fork tomorrow!
I just hope I haven’t fried the pcb or any of the components after all the soldering action I’ve been putting it through to troubleshoot each and every component. It’s not as neat lookin anymore unfortunately..

Well I have another question regarding the LEDs cause all of the red status leds from your kit are broken after a lot of soldering and swapping around..

I don’t know a lot about electronics but I know that some LEDs also doubles as resistors; can I use any standard of-the-shelf LEDs or do they have to be any leds with some specific resistance?
Cause I don’t wanna risk the functionality by not using properly specd LEDs.

Thanks in advance!

___________________

Update

So I get this warning that hinders me from writing your fork to the arduino uno rev3.

C:\Users\User\Documents\Arduino\Arduinoboy\Arduinoboy.ino:250:16: warning: ISO C++11 requires whitespace after the macro name
 #define USE_PS2;
                ^
Arduinoboy:249:1: error: 'PS2Keyboard' does not name a type
 PS2Keyboard keyboard;
 ^~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino: In function 'void modeLSDJKeyboardSetup()':
Mode_LSDJ_Keyboard:23:3: error: 'keyboard' was not declared in this scope
   keyboard.begin(PS2_DATA_PIN, PS2_CLOCK_PIN);
   ^~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino:23:3: note: suggested alternative: 'keyboardDiff'
   keyboard.begin(PS2_DATA_PIN, PS2_CLOCK_PIN);
   ^~~~~~~~
   keyboardDiff
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino: In function 'void modeLSDJKeyboard()':
Mode_LSDJ_Keyboard:46:7: error: 'keyboard' was not declared in this scope
   if (keyboard.available()) {
       ^~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino:46:7: note: suggested alternative: 'keyboardDiff'
   if (keyboard.available()) {
       ^~~~~~~~
       keyboardDiff
exit status 1
'PS2Keyboard' does not name a type

7

(18 replies, posted in Nintendo Handhelds)

So I used a tiny spare led I had laying around and I removed the status led and put the test led instead with the longer leg in the square marked hole but I got nothing.. I’m gonna try to flip all of them around!

Update:

So I got the LEDs to work now, seems like there's conflicting information online about which lead that goes with the square. I also noticed that one of the red LEDs I started to test with was broken, which made the troubleshooting even more confusing.
Anyhow I flipped the status LED and replaced the red mode-LEDs with smaller more brighter LEDs I had laying around and hurray they work.

Anyhow now I have the led cycling issue that was also discussed in this thread from 2012.

He claims that he didn't use the correct switch and that it could be the source of the problem, but I assume that since I bought this as an entire kit complete with all components that it shouldn't be that..
He also points out in the thread that he had some other problem with a broken optoisolator... But it doesn't seem to be related to the led cycling

When I hold down the mode button the cycling stops, but continues as soon as I let go. I also got the cycling to randomize by holding down the mode button.

8

(18 replies, posted in Nintendo Handhelds)

Orgia Mode wrote:

How is it receiving power? Your LEDs may actually all be backwards. I think the LED flat-side usually goes to the square via.

Hi, thank you for your quick reply!
I put the longer leg of the LED through the square hole, which is supposed to be correct right?

9

(18 replies, posted in Nintendo Handhelds)

Hi,
I just assembled my Arduinoboy that I bought from
Catskull electronics. (He states explicitly on his site that he doesn't support this product anymore so therefore I thought I'd ask the community)
Unfortunately after having uploaded/installed the Arduinoboy software to the Arduino Uno (Rev3) I get no signs of life, no blinking LEDs etc.

I tried plugging in my midi keyboard to the midi port of the Arduinoboy but still no flashing status light.

Photo of Arduinoboy PCB front
Photo of Arduinoboy PCB back
I appreciate all help!

I accidentally held the two shoulder buttons while starting the GBA cause I turned it on while holding it in one hand.
I noticed that I wasn't able to boot into the program when pushing 'Start' so I turned the GBA on and off.

Then I noticed that my last three tracks got corrupted or rather scrambled together and scattered.
They were saved onto bank 37, 38, 39 and I think I even found bits and pieces of them on bank 29 and 2A that I think were empty before this strange incident.

The last three banks (37, 38, 39) where 'highest' in the list of available banks, the rest (3A -> 7F) are empty.

Someone knows what's going on and how to potentially restore this?

Thanks

Scanian Wolf

Duck wrote:

can confirm v1 definitely doesn't work with flash carts properly. Which caused me a lot of headaches transplanting power boards in and out of a modded DMG....

Same, I contacted Retrosix about this and I thought that they'd send me two replacements (V2) for two boards I purchased this summer.
However they claimed that some of the V1 boards should work properly and since I had only tried one of them they only sent me one replacement board hmm. I'm gonna contact them again cause I have another DMG build coming up and I don't want to go through the same struggle again that you've also experienced..

12

(4 replies, posted in Nintendo Handhelds)

Did you try booting while holding both L & R ?
I think holding these buttons will force Nanoloop to re-read the wavetables or something like that.. although this sounds more like a hardware issue of the cart. Tried it with other game boys?

13

(20 replies, posted in Nintendo Handhelds)

Sorry for double posting,

I actually bought two dehum capacitor kits from retrosix and installed in one of my GBAs plus performed that internal amp bypass/prosound mod that scannerboy suggested from a thread here on the forum (See Photo).

Unfortunately I can’t say that I’m very happy with the result. It could very much be my lacklustre soldering skills, but I felt that I did a rather decent job.

Maybe someone with more knowledge in electronics could tell whether the internal prosound mod could cause the noise and mess with the capacitor de-noise mod?

I’ll update this post with photos and sound recordings tomorrow.

___________________________________________

UPDATE 2020-11-15
Sorry, didn't get to do this earlier. I'm gonna upload some photos too!
The GBA without the dehum capacitor mod has its' amp bypass routed from the points from behind the PCB.
Don't think there should be any difference compared to the points next to the a and b button pads from the front side of the PCB but your knowledge may vary.

GBA w/ ProSound Mod/Amp bypass (without the dehum capacitor kit)

Booting Nanoloop 2.8.2
Extract from song

GBA w/ ProSound Mod/Amp bypass with the dehum capacitor kit
Booting Nanoloop 2.8.2
Extract from song

Sounds fun! Make most of my music using Game Boy Advance and Nanoloop2, but use LSDJ too.

15

(2 replies, posted in General Discussion)

I saw many posts about him on instagram the day he passed away.
Very sad that this talented Atari ST chiptune legend is no longer with us, rest in peace!

This is ridiculously cool!