Just a quick thought--have you tried a different SD card?

18

(1,206 replies, posted in Nintendo Handhelds)

UnanimousMaybe wrote:

What I'm currently using:

I've seen this a few times when I've come to check the thread, and it remains one of my favorites. It inspired me to go and try out some mismatched buttons just now. I haven't decided on anything yet though.

19

(7 replies, posted in Nintendo Handhelds)

Easy things first: Are you sure the contrast isn't all the way up and the volume all the way down?

The extra solder that guy's talking about is probably the small blob just left of the post pot left pin.  Do you have another Game Boy to test the LCD board and main board separately with?

Thanks for your reply.  I'll set about trying out resistor values in an L attenuator when I get the time.  I think I'll stick to the external option for now; I don't really feel like doing any SMD soldering for this.  I generally only use the one pair of headphones anyhow.

I have a cheap(ish) external soundcard with a headphone output but no volume control of its own.  If I connect my headphones directly, the output is unbearably loud.  I'm thinking of building a fixed attenuator to bring the output down to a listenable level (softvol isn't a viable option as sometimes it fails and I am blasted by extremely loud output).  I've got a few questions about attenuator design which I'm hoping someone can help me with:

  • Am I right in thinking that I need an unbalanced circuit?  Are balanced attenuators for balanced audio and unbalanced attenuators for unbalanced audio?

  • Which configuration (T, Π, etc.) should I use?  What are the differences between the different configurations?  (I have searched for the answer to this but haven't found much information.  Is the choice essentially arbitrary?)

  • Given that the easiest way to find the right amount of attenuation is by trial and error, how important is it to know my soundcard's output impedance?

  • Will regular 1/4 W resistors be sufficient?

Thanks in advance,
rvan

friendofmegaman wrote:
Timbob wrote:

If you want to play games on the DMG, but want a copy of the screen sent to the snes for say, a workshop, then no.

Yah, actually I was hoping to achieve exactly that. Not for a workshop of course, but for LSDJing on big screen without patching LSDJ to be in tune with other instruments (since SGB has slightly different frequency)... Why is it not possible?

Doesn't it work to use a DMG crystal on an SGB?  Or even a DMG CPU, if you want to be that authentic.

FPGA sounds like a good way to go for video capture/output, though.  I probably don't have to the time to invest in learning to code for FPGAs, but I'll definitely keep up with what you all are doing.  I'd be especially interested in composite output (rather than VGA) so that it can be recorded.

friendofmegaman wrote:

One thing I still would like to try though is modifying an SGB to receive video data and sound from a DMG or Pocket. Do you guys know has anyone documented this mod?

Just put the cartridge in the SGB.  More seriously, though...  The SGB Schematic is probably the most useful document, although I don't claim to understand every piece of it.  The ICD2-R will be the chip you're interested in.  Timbob's SGB LCD Mod might be worth a read too.

One thing I'm interested in is how much of the SNES's hardware is necessary to get composite video out of the SGB.

I have the exact same issue. The best way I can describe it is that sometimes keypresses don't register until another keypress is sent, which itself doesn't register until another keypress is sent, and so on.  I've got two PS/2 keyboards around. This used to happen with one of them and not the other. I just went to check which was which and now it's happening with both of them... The only suggestion I can give you at this point (maybe too late, I'm afraid) is to try a different keyboard. I'm going to keep investigating, though.

Hope your gig goes/went well.

Edit: Both keyboards do in fact work fine until I load a song and then go funny until a power cycle.

25

(25 replies, posted in Nintendo Handhelds)

Timbob wrote:

Next up is probably:
• Various EMS carts and other flash carts (bleep bloop, smartboy, fighter cart etc)

Cool to see the Wisdom Tree cart in there. Keep up the good work!

I should probably draw your attention to the Photos of Gameboy Flash Cartridges thread so that you don't go to all the effort of finding these elsewhere.

26

(1,206 replies, posted in Nintendo Handhelds)

ShintarouMusic wrote:

Are there any tuts out there for doing cartridge case LED's?

I imagine you could just hook them up between Vcc (pin 1) and GND (pin 32) with a resistor in series.  I haven't done it, though.

I suppose you could hook up the Power Glove's NES buttons in the same way as you would a regular NES controller.  As for the finger controls, I imagine you could use a microcontroller to read the data (which I understand is digital coming from the Glove) and translate it into something useful.

friendofmegaman wrote:

And found some indeed, thanks a ton mate!

No worries.

29

(25 replies, posted in Nintendo Handhelds)

Nanoloop Cartridges

Edit: Timbob added these images to the top post, so I have removed them from here.

30

(25 replies, posted in Nintendo Handhelds)

Great to see this is being resurrected.  I have enjoyed reading the old version.

friendofmegaman wrote:

Speaking of which, I noticed you're using LTC KZ I'm having really reeeeally hard times finding this one.

LTCKZ is a a part marking for the LTC6930, which should be readily available if you search for it under that name.

To get the ball rolling I'll give you this.