Fatal Labyrinth wrote:

.... Aly's manual for the FMDrive is fantastic at spelling out the features and the basics of making FM instruments. I wish I had a resource like this when I started off with VGM_MM. Thanks a ton for making it free! I hope it helps more people looking to work on this great platform.

Ditto ditto, the manual is worth a donation on it's own! Very good work

514

(59 replies, posted in Atari)

pxscxl wrote:

Is there a way to add an analog audio input to the teensy board for your new Channel 1 DAC Feature?

AnalogMonster is correct, the Mega chip has built-in ADC channels that LittleScale demo-ed, 'streaming' audio through to the A2600; as opposed to playing stored samples. He did note that he intends to add this feature to an upcoming version update.

So Very Cool! great work

Getting excited! Looking good. Really liking the DIN on the 'side', thinking the midi cable will be out of the way, less prone to tangleing

little-scale wrote:
herr_prof wrote:

Now we just need an enclosure!!

time to buy a replicator 2...

Ya know, like two weeks ago I was shopping my fav source for stuff (thrift store) and came on a RC toy, Sonic on a skate board. Really kick'n myself, would have made a great enclosure for the interface. wink

WOW! HOLY SHIT! Can't wait!!!

Wow Batsly Adams, very cool to hear that this hasn't died. Midi NES control has been a 'dream' of mine for so very long. Looking forward to your latest release!! Thank you!!

OK, the battery back up:
The min needed are two diodes and a resister D1, D2 & R2.. The diodes only allow current to flow in one direction, Anode to Cathode. R2 limits current flow from the battery. The extra resisters are 'pull downs' that are connected to the MMC. Of the boards that I've looked at: they are on the ones with a battery and not on the ones without. You judge

What you need:
2- diodes, 1n914 should be fine. Stripe marks the Cathode end
R2- 1K resister, Brown Black Red
Add:
R1- 10K resister, Brown  Black Orange
R3- 27K resister, Red Violet Orange
Coin battery with solder tabs.

Prep the Board:
With the card edges down, the W Ram will be in the upper right corner. To the right of the W RAMs pin 1, there is a 'blob' of solder, this is a shunt that must be removed. De-solder it.
Just below this shunt are two silver pads (through holes ). Between them is a printed symbol for a diode, triangle with a bar.  De-solder these holes. You will install D2 here following the symbol. The 'bar' on the symbol corresponds to the stripe on one end of the diode package.
Now look over by the battery area. You should find another diode symbol between two pads, also 3 resister symbols between pads, R1 R2 & R3. Clean out all of these pads.
Install D1 just like D2,
Install the 1K at R2
Install the 10K at R1
Install the 27K at R3
Compare your board with the photo at ne7's NTRQ page, same SNROM board.
Looking at your SXROM board, you only need to add the battery, so you'r good to go!
Best of luck

jmratkos wrote:

no worries. I re-programmed another set of eproms (while waiting for the original set to be erased) and attempted to mount the NTRQ eprom directly onto the SNROM board (this time adding the wires to jumper thru-hole 1 to pin 30, thru-hole 2 to pin 31, thru-hole 24 to pin 2, and tacking a wire from the nub of pin 24 on of the eprom and running it to pin 16 for ground), but I have still not been successful in getthing anything other than a grey screen to appear when powering up the famicom sad

Oh no!
Your jumper description is correct. So considering that you are are using Famicom HW and following ne7's guide, it should work; the NTRQ mod seems the easiest of the two.  The only advice I can offer is general tips:

1.Clean the board, removing any flux.  I use rubbing alcohol, 90% grade. Did the cart work before the mod? Clean the card edge contacts, they can never be too clean.

2. Recheck you work. Verify all the wiring, more then once I have made a bone headed mistake swapping connections. Wiggle the wires a little, could be a broken wire at the place you stripped it. Don't trust yourself, VERIFY EVERYTHING wink

3. Use a magnifying glass and look for solder bridges and shorts. Clean up with solder braid.
Are any board traces damaged? De-soldering can be ruff on circuit boards, excess heat can lift or break a trace. If this is the case, you can carefully repair it with some 30 gauge wire. Follow the bad trace a little ways back, to a good place to solder. Clean the solder mask off and tack the wire to that spot . Connect the other end to the component.

4. Cold solder joints can 'look' OK, but still not work. Some times you can tell because they are dull and do not 'flow' to the soldered parts. You can try testing the continuity with an ohm meter. Probe on either side of the joint, I.E. from the copper on the board to the component lead; so you are testing through the solder joint. 0 ohms=GOOD. The short cut is to assume there is a cold joint and go back re-heating all the joints, use solder braid to remove the bulk of the old solder, use new flux and if needed a bit more solder. Then goto to step 1.

5. If all of the above fails, then you need to consider that the EPROM wasn't programmed correct. In which case you are back to square one, so this is a last ditch effort. Do make sure that all the above steps check out before starting over!

With all of the above, you can pop the cart back into the Famicom and try it as you go. With a large project, I like to do these checks as I go, after a build session. Troubleshooting a whole board with >100 solder points can be a night mare tongue

With PR8 there is an issue with the save state in the ram having bad data at first boot, but I don't think this is the case with NTRQ

jmratkos wrote:

I have not taken the steps to add the CR2032 coin batteries (still waiting for those to show up in the mail). I would be very appreciative if you coulld post the values for the resistors and diodes that I need and where they go.

I'll gather the info and post to this thread soon, have to look over your photos closely.

jmratkos wrote:

I've gone through all of the pages on his blog, but unfortunately I still feel like I'm missing something


Not to worry, you'll get it tracked down, just takes a little time!

Good catch on that!

Yea, that was part of the problem I was having at first, Just having one SMS cart and the one GameGear, you just can't narrow things down . No "known good" so to speak.
Of course there still is a possibility that I have 2 bad SMS Carts, but the odds are against that

Yes, good point, but I'm still using all stock carts at this point, so it should run the SMS games, no problem. The most likely answer is that the /GG mode contact, pin 42, is not tied to Vcc to set SMS mode.

As to the Lic screen, there may well be some boot code within the ASIC chip. just don't know. But going by the simplicity of LittleScale's code and the fact that it works without any code checking, I'm assuming that the 'Lic' message is within the game's init code.


Very interesting link; talking about the exact same text as I'm seeing. Although, the Genny is quite a step up compared to the GG; so the copy protection mech could be specific to it.

little-scale wrote:

How difficult do you think it would be to solder an EPROM or a cart directly to the GG?

EDIT- To your point LittleScale, there is enough room in the case for an EPROM, but access to the solder points on the mobo would be a problem. The easiest  would be at the cart connector, but would have to get at the 'back' side, that faces the LCD and run the wires to the top side without damage to the LCD wiring. Or remove the cart connector all together and wire from there, but would have to move the LCD out of position during that work also. On the other hand, don't really need the LCD for this app, so I'll take a closer look at a mod like that -EDIT

I did see a GG Dev cart at SMSPower that added jumpers from a GG cart, to a outboard EEPROM dip socket board. Seemed like a easy enough process. The GG cart being all SMD, makes it hard to use dip chips.

I was planning to follow that guide for my trouble shooting on the GearMaster (which is basically the same thing). In the end, once I get things working with the GearMaster, I'll build up the 'homebrew cart'. Seeing as I ended up getting a second GG. Stereo!! smile

@ Saskrotch. I haven't modded the SMS carts yet, wanted to verify everything works with stock parts first. But yea good point. The weird thing is: with the GG cart you get a 'Lic' screen then it blanks, half a sec later the 'SEGA' and the game starts. With the adapter and SMS carts, you get the 'lic' screen, blanks like normal, then nothing. But the text is different, a little larger font. As far as I can tell there isn't a bios in either GG, so is the 'Lic' text being read off the ROM?  If so, then I feel like there is an issue with the 'GG or SMS mode' contact pinning in the GearMaster. Not sure of how the code is laid out between the two carts, guessing that the processor is not jumping to the correct init vector in the SMS cart if its in 'GG mode'?!? 

Anyway, it's got to be fairly simple. The GearMaster is just ribbon cable between a SMS cart connector and a GG connector contact board. Either there is a wiring problem or its not making contact somewhere. Just have to sit down with the interconnect drawing and test wink

Oh my bad! You are correct, it is a 256K DOH!. Anyways, yes you split with ucon64 and then double the PRG image for a 256K hex file as per ne7. Definitely want to go thru ALL his pages on the chipping, his blog is very helpful!!

Thanks for the photos. You are way out front with the SXROM board, the easiest to re chip. Is the SNROM board for parts? If not you will have to add the few parts to upgrade it for battery back up. Not very hard, but there is a solder bridge that you need to remove for batt backup. Looks like its at the upper right hand corner of the board, near pin 1 of the WRAM chip, a large solder blob. If you want the parts values I can post them, 3 resisters, 2 diodes and a coin batt..

On a side note, both boards have Sharp MMCs so that's a big plus for you.
Yogi

Well after finishing the re-capping, The GG still wouldn't load a SMS cart.. So after trolling Ebay again, another GG with screen problems (but not too bad) came with a Sonic cart; got another SMS cart also, Thunder Blades ( has a larger 832011 ROM, 32 pin. But the board will accommodate a 27256 just fine!). The good news is the re-capping worked wonders, the sound out is working great!
So I confirmed that both GGs boot fine with the Sonic GG cart and neither boot with either SMS cart! X(  SO, the GearMaster is @ fault!! In a sealed package when my son got it for me;  WTF?!?
I'll have to test it. I'm guessing there may be a problem with the GG/SMS pin looping, remember reading 'bout an issue like that. Or there could be a connection issue. Not much else going on inside it. We'll see.

528

(1 replies, posted in Atari)

Heads up! There is a WIP by Candle over @ AtariAge that may be of intrest! SimpleStereo V3, a stereo Pokey/Covox with ram and DMA for samples (very low overhead to the CPU)!! It's nearing the order phase X)
http://www.atariage.com/forums/topic/16 … -io-board/
He's working on a companion tracker for it also and the sound samples he has posted sound very good. Just tried his web site, spiflash.org, but it seems to be offline ATM
\O/