Were you on public wifi at the time?

1,042

(15 replies, posted in Tutorials, Mods & How-To's)

stargazer wrote:

Thanks for that switch. I just don't like the big long switches, but for the sake of convenice it may be worth it.

Also, upon further investigation it appears that changing the clock will not effect the speed games run but only the pitch of the audio.
I'm wanting to change the speed games run. Audio would be cool, but primarily I'd use this for playing games. Is there any known way to increase the speed games run?

I want to assume that it is the xtal pictured in red here:

I cannot guarantee that until I open up my own NES and poke at her. Then again, there ia another oscillator to the toward the power/video board. It looks as though it could be this type of outoput, but idk just yet:


EDIT: Yup, I believe it is the red one;

According to that schematic, it runs to both the PPU and CPU. Make sure you only increase or decrease it in small increments because I cannot find any information of others doing similar.

It is a different type of crystal than the ones we used in the board I made, so you would have to cut PPU-pin-18 but not CPU-pin-29 to use it. At this piont, you're dealing with black magic and I don't really suggest going there without the input of others.

1,043

(15 replies, posted in Tutorials, Mods & How-To's)

Apeshit wrote:

Maybe worth noting that since the sound chip and video chip are separate on the NES, you'll have fairly unfavorable results in trying this. It won't be like under/overclocking a gameboy.

Are you to say that the video and sound will become out of sync? Will we find video or sound glitches?

It looks pretty promising to me as shown here:
https://www.youtube.com/watch?v=g4m-wyFC5-M

The clock rate is only increased slightly, but still. Also worth noting is that the CPU divides the clock rate by 12, so a 10MHz crystal is going to be an underclock as opposed to the default 21 MHz.

1,044

(15 replies, posted in Tutorials, Mods & How-To's)

The last crystal on your list is a smaller package than what I put into the board, but I updated it just now to support both sizes.
Here is Version 1.1:
http://www.mediafire.com/download/5uiu8 … od_1.1.zip

The only problem I see with those switches is that you are not going to be able to mount them without hot glue or something similar. They also look to have a center-option which means there is NO connection at certain times. I suggest these:
http://www.jameco.com/webapp/wcs/stores … 2135857_-1

They are cheaper than your red switch and can be mounted with a single hole.

1,045

(15 replies, posted in Tutorials, Mods & How-To's)

And here is the way to hook up the kits with SPST switches.

Two extrnal clocks:

Two extrnal clocks and original clock:

Three extrnal clocks:

Three extrnal clocks and original clock:

I cannot guarantee that the NES will not hang if switching clocks while it is powered on. Daisy chain kits and switches for as many options as you want. Remember to connect VCC and GND as well as to cut the trace from the PPU to the CPU.

1,046

(15 replies, posted in Tutorials, Mods & How-To's)

Here is an easy guide:
http://www.thejobbitt.com/nes-guides/ni … ing-guide/

You will need nothing more than the extra crystals and a switch (or two depending).

I made this just for you:

And here are the eagle files for anyone to use:
http://www.mediafire.com/download/2lxyr … switch.zip

I will draw an MSpaint picture of how the switch should be connected in our case.....

There's actually a huge hole right in the middle of the PCB to accommodate the footprint.

Haha, awesome. It must have an arcade-authentic feel too. Love it.

xiwi wrote:

Completed Arduinoboys are now back in stock. New version. Batch of 6.
http://xiwielectronics.com/products/arduinoboy

Kits will be available by the end of the year.

Thoughts on the open case design are invited.

I love your LED placement and the button. Keeping the PCB flush with the top-panel is pretty damn intuitive.
What is under your button though? An smt push-button? Can it be powered via the Gameboy?

Granted out pull the unused higher address bits high or low depending on the bank where your code is, yes you may.

Agreeing with everyone else, fill her up. The pinout for the 28-pin CHR Mask ROm and the 27c256 is exactly the same, so it shuold be a drop-in-replacement.

CHR Mask ROM
http://nesdev.com/NES%20ROM%20Pinouts.txt

27C256
http://www.epanorama.net/images/semi/mcu/27C256.gif

I did also notice that the NROM cartridge has two jumpers labelled V and H. Is this true with yours? I do not know of the effect of using the incorrect type of mirroring, but worst case scenario, maybe? Check that lastly of course.

nitro2k01 wrote:

I don't want to poop too much on the on the idea, but if you have any EMS cart (blue or EMS) you can actually use the cartidge's bult-in multi-ROM functionality. One way to do this is with a regular menu ROM, but for things that don't use saves, LittleFM can do this multi-ROM switching and you can have LSDj + almost any number of noise ROMs on a single cartridge. I'm thinking people might not be aware of this.

I made a multi-rom with the ems menu and they do not run on normal carts (for obvious reasons). I am still not well learned enough to write my own from select menu for ordinary carts...

kineticturtle wrote:
egr wrote:

Multi-rom "noise cart" would be fantastic!  Deathray+Pounder+REZ+Shitwave+Brownian Noise+ ???

THIS
muddygb maybe? And isnt' there a shitwave 2?



ALSO:
What's the possibility of having the carts done in colors other than grey? PiL colors maybe... hinthint

All but green. *trollface*

Jkjk....

DaRkO wrote:

And to the best of my knowledge the hardware specs you put up are correct, but they may be able to do more.

The hardware specs are from the output of uCON64. It reads the heard information of the ROM.

Just to verify, can the manufacturer do this:

ROM size: 8.0000 Mb (1Mbyte)
ROM type: ROM + MBC5 + RAM + Battery
Save RAM: Yes, 8 kBytes

stargazer wrote:

Personally I'm not so much interested in translations (other than mother 3) as much as I am in reproductions of some good games like trip world and gargoyle's quest. Also I think is a really good opportunity for some people to do physical cartridge releases.

He said that he has to get in contact with someone who can do a GBA game first and then figure a price. I will look at those other titles though.

Gameboy Translations:

Another Bible
Pretty Soldier Sailor Moon
Block Kuzushi GB
Bomberman GB 3
Chalvo 55 - Super Puzzle Action
Daisenryaku
Game Boy Wars Turbo
Gamera - Daikaijuu Kuuchuu Kessen (~Gamera - The Guardian of the Universe)
God Medicine - Hukkoku Ban
Kunio-kun no Jidaigeki dayo Zenin Shuugou! (Incomplete)
Momotarou Dengeki (~Momotaro Thunderbolt)
Necktaris GB
Nekketsu Kouha Kunio-kun - Bangai Rantou Hen (~Nekketsu High - Hot Blooded! Kunio Kun's Final Battle)
Penta Dragon
Picross 2
Sanrio Carnival
Super Bikkuriman - Densetsu no Sekiban (~Super Bikkuriman - The Legendary Tablet)
Super Robot Taisen
Uchuu no Kishi Tekkaman Blade
Ultraman Ball
Zettai Muteki Raijinou (~Absolute Invincible Raijin-Oh)

Gameboy Color Translations:

Daiku no Gen-san - Kachikachi no Tonkachi ga Kachi (~Gen the Carpenter - Smash Smash Hammer Smash)
Game Boy Wars 2
Hello Kitty no Magical Museum
Little Magic
Magical Chase GB - Minarai Mahoutsukai Kenja no Tani e
Megami Tensei Gaiden - Last Bible II (I personally would buy two of this)
Nobunaga no Yabou - Game Boy Ban 2 (~Nobunaga's Ambition 2)
Ottifanten - Kommando Stoertebeker (German to English)
Pocket Billiards - Funk the 9 Ball
Pokemon Card GB2 - GR Dan Sanjou! (incomplete DAMMIT)
Super Chinese Fighter EX
Sylvanian Families - Otogi no Kuni no Pendant (~Sylvanian Families - The Fairyland Pendant)
Sylvanian Melodies - Mori no Nakama to Odori Mashi!
Wizardry I
Wizardry II
Wizardry III


ALSO, I will prepare the ROM once there is a decision. The Checksum is always incorrect when it comes to translations, so they will not run unless corrected.