It will supprt EMS 64M, but only for one of the pages. It will in general not support GBA carts because GBA carts are using 3.3V power and old cartridges are using 5V power. A 3.3V chip may not tolerate those 5V, but if it can be determined that a certain GBA cartridge is 5V tolerant, there's not much stopping me from adding software support for flashing it. This might be a can of worms if people accidentally fry their GBA carts, though.
449 Apr 11, 2014 4:11 am
Re: Introducing ALTANE, nitro2k01's cartridge flasher project (170 replies, posted in Nintendo Handhelds)
450 Apr 10, 2014 9:22 am
Re: M Command Does Not Seem to be Working (7 replies, posted in Nintendo Handhelds)
The command description is described in the quick manual. (Press A when the cursor is over the command and look at text in the top row.)
Values 0-7 = absolute volume. Values 8-F are relative. And yes, even volume value zero won't make the volume go to complete silence. Try putting a note with the default instrument (the important part being, a non-changing volume envelope like A8). Then put a M77 command on the note to reset the volume. Then put MFF commands on the rest of the (empty) rows in that phrase. Or you could manually put the values from 7-0. Then play. This should give you an idea of the range the command has. This also differs between Gameboy models because the global attenuator (most likely) is an analog attenuator that is not perfect.
451 Apr 6, 2014 6:34 pm
Re: Introducing ALTANE, nitro2k01's cartridge flasher project (170 replies, posted in Nintendo Handhelds)
Hello,
Sorry if that's a trivial question (first post here, hi!), I have an old NL cart, what would be the purpose of this flasher with such a cart? Could I update NL, or put LSDJ instead, or a game, or dump the saved songs?
Thanks!
I'm aiming to support every type of cartridge I can. If it's a rare cartridge I may to ask to borrow it for a research to add support. (I believe I already have a piece of the same Nanoloop cartridge that you're describing so that's all good.)
I'll support every operation possible, dumping the ROM contents from the cartridge, flashing the cartridge, and reading.writing save data. The only time when some operation wouldn't be possible to do in ALTANE is if it's physically impossible. This could be true if a cartridge contains an OTPROM (one time programmable ROM) or an EPROM of a type which requires an external high voltage (typically 12V) or if the /wr pin of the chip is disconnected so that there is no way to tell the chip to be programmed.
One example of such an impossible situation is the EMS 64M USB cartridge, which can be programmed, but it's (as far as I know) impossible to change the page that it is on from the Gameboy cartridge slot. As such, you're stuck with programming whichever page happens to be active at the time.
If it's possible to flash the cartridge in question, you can put anything on it. But there might be cases where a ROM isn't compatible with the cartridge in question, so keep that in mind as well.
452 Mar 31, 2014 3:21 am
Re: Pocket Voice and Shark Mx (15 replies, posted in Nintendo Handhelds)
Right, the definition I'm using is being able to input the typical 31250 Hz UART current loop into the cartridge with minimal effort, as that would be one of the two things people would actually be interested in using for practical purposes. (The other one being MIDI over USB.) Additionally, even if you set up MIDI over V.22bis, I believe the Gameboy CPU would have to poll the cartridge periodically to see if a UART transfer had started, whereas the game link port can create an interrupt.
453 Mar 30, 2014 10:43 am
Re: Pocket Voice and Shark Mx (15 replies, posted in Nintendo Handhelds)
Onboard MIDI, nope, sorry. There are a couple of caveats about using this cart as a flashcart, but it could be a moderately useful cart for that purpose. ROMs would need to modified to work with this cart and there's no SRAM to save data in, only flash that is shared with the program memory. I don't think anything can currently use that as save data.
454 Mar 30, 2014 12:24 am
Re: everdrive gb now available! (35 replies, posted in Nintendo Handhelds)
What's the situation with multi rom and multi sav on these?
And can littleFM do multiple sav's?
Having multiple ROMs on the SD card is sort of the point of the cartridge. LittleFM wouldn't support any special features of this cartridge, however I would still recommend using it (on any cartridge) for the faster and safer loading of songs, replacing that functionality of the built-in file manager. I could probably make special functionality for the Everdrive cart if I had access to one, but it would probably work and be easier to have multiple copies of the ROM on the SD card.
I already ordered one, but not for LSDJ, for "everything else" - I can load it with games and one-off music tools (like muddyGB, shitwave, etc etc) and keep my LSDJ carts always set up. And always have Mega Man to play on tour!
More plugging. In case you didn't know, LittleFM does support some multi-ROM functionality for EMS cartridges. LSDj+as many small ROMs as you can fit, as long as the other ROMs don't use SRAM. It takes some manual setup currently, though.
455 Mar 28, 2014 3:51 am
Re: review of "information chase" (2 replies, posted in General Discussion)
Hu-hum! What did we say about fun being allowed?
456 Mar 28, 2014 2:19 am
Re: Where to get custom GameBoy game labels printed? (18 replies, posted in Nintendo Handhelds)
457 Mar 25, 2014 5:34 pm
Re: Pixelh8 music tech cartridge? (7 replies, posted in Nintendo Handhelds)
Do you want the actual cartridge or is just a ROM fine?
The ROM is available here:
http://www.pixelh8.co.uk/chiptune-software/
Or more flashcart friendly versions here:
http://gbdev.gg8.se/files/musictools/PixelH8/
458 Mar 24, 2014 1:33 am
Re: PM revamp ideas (21 replies, posted in Bugs and Requests)
Is there a reason you can't just delete them yourself?
Yeah, good point. There's a checkbox in the left side of the header that lets you select all PMs on one page, too.
459 Mar 19, 2014 10:13 pm
Re: DMG Main Board Schematic & Circuit (+Arduinoboy) (72 replies, posted in Nintendo Handhelds)
Sorry, brainfart on my part regarding the capacitors. In particular because of the terminology "for the clock", which got me thinking about the clock data line or an external clock source (not a crystal) for the chip.
Re: programming header. I guess for one thing, I've become more size-conscious as of late. Using hole mount instead of surface mount already takes up a lot more space. Add a socket and the chips is now effectively twice as tall. But being able to use an external programmer beats having to extract a chip from a socket every day.
460 Mar 18, 2014 9:49 pm
Re: D-Pad not working correctly with EMS cartridge. (6 replies, posted in Nintendo Handhelds)
Which type of Gameboy? Does the B button work? There's a common problem where one pin on the CPU gets destroyed after inserting or removing the ribbon LCD board cable on a DMG when the Gameboy is still powered on. This can cause the left and B button to simultaneously and permanently stop working. But I've never seen this happen differently depending on which ROM you're using.
461 Mar 17, 2014 7:51 pm
Re: DMG Main Board Schematic & Circuit (+Arduinoboy) (72 replies, posted in Nintendo Handhelds)
Alley Beach wrote:the arduinoboy needs some capacitors i think..
Only for the clock, which isn't included in trash80's original schematic.
What? I don't know of any Arduinoboy schematic where there's a capacitor on any clock line. I think what Alley Beach meant, and what you should preferably do, is to add a capacitor between power and ground in order to keep the power supply voltage stable. And, I would probably personally have designed the schematic to use SMD components, but that's just me. Oh, and in that case (and maybe even now) add a programming header.
462 Mar 17, 2014 12:32 am
Re: DMG Main Board Schematic & Circuit (+Arduinoboy) (72 replies, posted in Nintendo Handhelds)
What is the purpose of the copper sticker on the back of the PCB?
Most likely just to provide a lower impedance ground path to the full circuit, plus perhaps shielding, perhaps for regulatory reasons. Belts and braces type of stuff.
Does the cap with unregulated power directly over the amp (C2) affect the audio coming out if it?
C2 and (I think from the schematic) C9 are connected from the respective amplifier output (pins 12 and 15) to ground, and provide some high frequency attenuation, so yes, they do affect the quality of the sound. (In the neutral meaning of the word quality.)
What's the significance of the six soldered holes near the top of the board?
The Gameboy Wideboy development unit gives a hint. This development unit has a dummy piece for the Gameboy, with no CPU, but buttons and an LCD. Those same holes exist there, but have silkscreen marked out. They are intended for capacitors, for some overshoot limiting or so. However, they are not populated even in this dev unit.
Why are there leads from the screen socket going nowhere?
Those are test pads for probing the video signals. On older DMG motherboards they are exposed to so you can probe them, but they remain in later revisions as vestigial traces. I would recommend exposing them if anyone for any reason want to probe the video signals.
The rectangular stop masks on the back are for grounding the screen’s PCB, what are the circular ones for?
You may have been looking too long at the schematic compared to a real motherboard.
The round ones are for attaching the copper sticker.
How dost one safely remove the DMG’s screen?
The connection point to the PCB is mechanically fragile. You want to make sure that all solder is molten before you lift it. Your best bet is likely hot air, but be very careful to not damage the LCD or LCD ribbon interconnect.
How dost one safely re-attach the DMG’s screen?
With love and tender care.
Can anyone ID the parts on the power regulation aux board? (is this right?)
It should be about right, but good luck ever finding a suitable transformer new. You're likely better off designing a power regulator board from scratch.
Why are there jumpers (?) on the back of the screen’s board?
The LCD board, despite being double sided, does not have through-plated vias. So those are indeed jumpers. On a modern PCB, just replace them with a track going on the bottom, connected on each end to the other side with a via. Note that one of the links (the one with two end on the bottom side) is not an electrical link, but a mechanical placeholder for the LCD ribbon cable.
What would you want to change/add to the DMG’s circuitry to aid the musician/modder?
Prosound. A footprint for an LCD signal inverter for a biversion mod using a 6 pin dual inverter. Arduinoboy. Maybe replace the headphone amplifier with something more modern and less noisy. Maybe a rechargeable LiPo battery, assuming this can be done safely. If you want to get funky, an analog audio filter like http://www.youtube.com/watch?v=9KDI3UbW_3w.
Is there anyone on this forum that would be willing to work collaboratively on an modded PCB?
*raises hand*
Also, I don't actually know about the accuracy of the CPU/RAM pinouts and wouldn't know where to start. Can anyone corroborate this?
Should be about right, except maybe the naming of the display data pins, and the CLK? pin, which I believe isn't really a clock pin at all, but a gate signal specifying that there's bus activity.
463 Mar 16, 2014 12:08 pm
Re: [FS/FT] - (66 replies, posted in Trading Post)
Yeah, it should work. Either you did it wrong or the server hosting the image has disabled hotlinking.
464 Mar 16, 2014 1:27 am
Re: Backing up LSDj to use BGB with GB 64m usb WINDOWS 7 (3 replies, posted in Nintendo Handhelds)
The sav is not a ROM. It's a save file. It contains save data, and renaming it to .gb makes no sense. You need an LSDj ROM that you put side by side with the .sav, that has the same name but different file extension. So you might lsdj.gb and lsdj.sav. Then you open lsdj.gb in BGB, and it automatically finds lsdj.sav. You need an actual LSDj ROM for this to work.