Just wanted to post the latest project I've been working on! The game features a Morricone inspired soundtrack written entirely in Famitracker.
Pull up a chair and rustle up some virtual nihilism, pardner. Super Russian Roulette pits you and up to two friends or strangers against a trash-talking cowboy, impatient to get on with the ultimate game of chance. There’s a light bullet in the Zapper’s chamber: is your name on it? (To increase actual dread, add penalty shots of bottom-shelf hooch for the losers.) Keep spinning the barrel till only one player remains.
The plan is to keep the momentum going and finance my other NES/console projects (that you may already know about). Please back or forward to anyone you know who might be interested, it would be a huge help! https://www.kickstarter.com/projects/ba for-the-ne
The software/hardware is nearly done, really just holding out to release a trailer that will showcase all of the features at once. I'll be starting a new thread soon.
Been pretty much full time on FaMI for the past three months, incredibly happy with how it's coming out. I think you'll all be excited for the new features - please hang tight, news soon!
I rerouted the 1MB Genesis cartridge PCB to include SPI Flash for saving last weekend, I've already got the 68K ASM routine written to page stuff to/from RAM. Offer is open if you ever wanted to make carts!
EDIT: Just received the PCB for a bigboy (8MB!) cart if you plan on implementing PCM. You could fit a pretty large kit I think!
I have a few hundred of these boards. They were made to be a cheap way to release Genesis/Megadrive software, let me know if you're interested in a cart release when the project is mature enough.
I think I'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 "write-protect" jumper for those who want to be certain that the games aren't being modified in a competitive setting.
I'll have to gauge demand but it's kind of intensive (need to desolder a DIP package without ripping up any pads), which probably isn't for everybody. Not sure if I'd be up to coding support for more than a few games so I'd have to release a pretty good manual on how to develop for it, also dual port RAM is expensive ($12 for that chip!).
Finally finished the new NES project I'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't require any modification to run. The board also provides additional features like a remote reset / frame stepping for debugging.
Also : yes it would make a great interface for a synth because of the bandwidth involved, it just wouldn'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.
I'm just gale to see him adding level shifters to his cart finally. All of the other everdrives have...none.
No need for this. I'm fairly certain that the address/data lines run through an FPGA/CPLD first, which would handle level conversion for you. The resistors are typically a pullup for the Altera CPLDs and you don't even need them for the Xilinx XC9500 series.
Anyway, I use these for SNES/Genesis development and they're great. Glad to see that he did one for gameboy.
Agreeing with nitro2k01 here - use copy /b to populate the entire ROM since the two high address bits are just floating in this case. Don't worry about being wasteful, just use whatever is easily accessible / accommodates your program. Message me if you need a hand!
Also : the squares might be your OAM pointing at the music player RAM.