305

(16 replies, posted in Nintendo Handhelds)

Yes, Mac wont be an problem with this hardware. A simple program to get all 16 128K saves off into a folder will be easy. Likewise for getting them back on.

Size I suppose. Or go the cheapest option knowing that you'll need to buy your own LiPo cell.

Also, most have an on/off switch or button. This will need to be either accessible or if you are handy with a soldering iron, you could cut a trace near the power switch and re-route some traces and use the switch to control the battery bar.

If you are happy posting pics of the build, I can talk you through any of the tricky bits

The switching supply doesn't isolate the batteries from the socket, the socket has a contact inside which isolates the battery when a plug is inserted (plus a diode to prevent the battery supply bleeding back into the socket)

Yes, you can add a LiPo, a charging circuit, an undervoltage protection circuit and you'll be good to go! Except you'll be running the GameBoy from 4.2 down to 3.7volts which may cause more switching noise, contrast flicker etc... I think there was a test done with the gameboy's output voltage vs input voltage, Nitro2K01 did it AFAIK.

You shouldn't run a LiPo down to its protection circuit cutoff (usually 3.0-3.1volts) this reduces its life a LOT. A custom circuit that isolates at 3.6 is a far better idea though will add complexity.

Alternately, buy a 'battery bank' for charging a mobile phone and use that directly. Pull it apart to use its PCB and if the larger LiPo cell won't fit, replace it with one from hobbyking that will. That has your charging circuit, a boost converter to generate 5v (you can modify it to output 6v easily), undervoltage protection and at the current draw the GB operates at, will be very quiet electrically.

308

(16 replies, posted in Nintendo Handhelds)

I now supply all patches as an IPS Patch file. That isolates me from the whole 'registration' issue. I'd love to co-ordinate this project with Johan though unfortunately he doesn't have the time to respond to my emails. This really delays progress as I have to reverse engineer his code line by line to support my hardware requirements. It sure would be easier him adding 2 lines of code in his source and recompiling than me spending 8 hours digging through C "optimised" assembly. I'm sure he has his reasons.

Naming the save files is no problem, that is all in the GB code.

I'm thinking having the SPI Flash IC connected straight to the Link port with the AVR controlling its /CE line. Have the AVR snoop the data on the bus and when an enable string is detected, it allows data throughput to the flash IC. When transfer is complete, or an idle time has elapsed, disable the /CE line. This could allow the use of an ATTiny and just about halve the cost of the whole dongle. This would require some trickery with the AVR controlling the clock line and could just about halve the 128K transfer time. Something to look into

-Ben

Hi,

This thread is intended to document the Backup Block Linker from conception to maturity (This may become fairly technical). What Is the BBL?

A small, USB Thumb Drive size dongle that allows the backup and restoration of LSDJ 128K save files in a portable storage medium. Initial design specifications include:

-Powered by the GameBoy
-No less than 2Mbytes of storage (16 x 128K save files) with potential to increase to 8Mbytes and beyond.
-Fast Load + Save time- Less than 30 seconds
-Compatible with all 8-bit GameBoys (and the GBA in GB mode)
-PC link for download/upload
-Low final cost
-Flashed Based so no data retention problems
-Compatible with ALL flash carts (With the modified LSDJ - Supplied)
-Physically rugged construction

Initially I thought there could be issues with the GB supplying power via its data lines, but that is not necessary. 5V (more like 4.4v due to the diode its fed through) is available via the link port too. That was my only concern.

So all I need now is some input on the minimum flash size the Backup Block should have and I'll get a batch prepared. I've got the spare parts floating around here to build a prototype (1 and 2mbyte flash IC's)

A 128K write to my 2mbyte flash ic will take 0.9 seconds, ~4 seconds to get the data in there and a 128K data transfer via the port will take ~4.8 seconds (taking into consideration the GameBoys Link speed and CPU execution time for ~21 cycles) Totalling less than 15 seconds. Add some  protocol overhead and some AVR processing and we're looking at just under our 30 second target.

So that's where I'm at. Ready to build the prototype and if enough interest is shown I'll get a small batch of PCB's made up, assembled, programmed and shipped out.

Price?
$3USD per 2mbytes Flash (thinking space for 4 IC's on the PCB)
$3USD - Atmega328P
$5USD - GB Link Plug (GB or GBC)
$2USD - PCB
$1USD - Discrete Passives

That is a rough figure of what this thing will cost. There will be other expenses like shipping, enclosure etc...

If we can get an order of say 10-20, we should be able to shave a few more $'s off that price.

Now its over to you. Get your name down if you would like to help get this project off the ground. The first 10 will be assembled free after that they could either be sold as a kit, or sold assembled for a few extra $'s.

I have the firmware just about finished as a project I completed a few years ago used very similar hardware. If someone would like to handle the GB software side of things that would be welcomed (I'll be busy with another project for the next few weeks - Someone more fluent in GBASM can achieve what I could with far less time and effort). We can discuss protocols and timing as we go.

Look forward to hearing some feedback!

-Ben

Xuriik, my Lego Block Linker can transfer a 128K save in or out of the Gameboy in under 30seconds, I'd say the dongle would match if not beat that speed as it's not having to re-transmit over serial.

I'll start a new thread documenting the entire design and construction process. There are a few options to consider, mostly power (not a problem with the GBC as 5v is fed out the port - but becomes a bit more creative on the DMG) Anyway, Keep an eye out in the next day or two for the new thread

Ben

311

(16 replies, posted in Nintendo Handhelds)

Koji-Kendo has likely pointed out the problem, but if the problem still persists...

If you have a multimeter, check the LCD bias voltage is present and correct on the LCD board. -19v I think it was. Could be a bad power supply board.

Also you can check the individual pixel shade voltages at the IC labeled IR3E02, as well as gnd supply and 5v to that chip.

It could be anywhere from the CPU right up the the LCD, do you have a second GB to swap out the LCD board/Power supply with?

Reference http://www.freeinfosociety.com/electron … hp?id=1449

Would a USB drive style dongle that can save and restore multiple .sav files via a link port be handy? The focus would be on keeping the price down. 16 x 128k save files. USB stick size device. Aiming for $10-12 per unit. Could make sharing tracks a little easier? Or perhaps for swapping out saves on a longer DJ set?

This way it doesn't just apply to the one cart like LittleFM, but instead can be used on all Flash carts

313

(23 replies, posted in Trading Post)

Glad to hear it arrived ok, those that ordered my first batch should be receiving them in the coming days if not already.

I'm very surprised the transfer rate in Win8 is twice what it is on XP!

Please post any software update requests here. I've added a lsdsng import function and I'm working on an export function.

Would a USB drive style dongle that can save and restore multiple .sav files via a link port be handy? The focus would be on keeping the price down. 16 x 128k save files. USB stick size device. Aiming for $10-12 per unit. Could make sharing tracks a little easier? Or perhaps for swapping out saves on a longer DJ set?

314

(7 replies, posted in Nintendo Handhelds)

The 'Don't Panic' screen appears when there is a stack error - Basicly something has been added to the gameboys memory (not the cart RAM) and didn't get taken back from it. Usually resulting from a corrupt ROM (could be dirty contacts effectively making the ROM bad - until you clean them, a bad solder joint etc...)

Unfortunately it sounds like your save file is corrupt. Maybe send what is left of it to Nitro2k01 and see if he can save it before you proceed?

I've heard people don't have this problem with a derpcart :-)

The BennVenn(64) as it is available now provides a patched version of LSDJ with 128K of SRAM, allowing the use of the LSDJ file system (16-18 average length songs)

The BennVenn(256) as it is available now can support up to 3 patched LSDJ ROM's each with their own access to 128K SRAM, and the remaining ROM space can be packed with whatever other ROM's you want to store on the cart (each with 32K access for saves)

The cart Reader/Writer sold with the carts has the software to build multiple ROMs with a boot menu, all automatically. SRAM is managed automatically also with human intervention if/when needed.

As far as I know, the 256M cart has the largest Flash volume of any GB cart (Please correct if I'm wrong) allowing instant access to multiple ROM's and Saves without the need to transfer from USB or SD card.

The USB Linker supplements the carts by giving quick, reliable, convenient access to the .Sav's on the cart (Or any cart flashed with my patched LSDJ ROM) while in the gameboy.

A utility similar to LittleFM was being developed for my carts until the 128K patch was released. I really can't see the need to archive .Sav's to the carts Flash when a Linker can send them to your PC for reliable storage.

There may be situations when the USB64M or Derp have the edge... The Everdrive-GB supports Mappers 1,2,3+5 whereas the USB64M, Derp and Bennvenn only support MBC5. This becomes an inconvenience when playing certain games written for earlier mappers or that require an RTC and is not a problem with LSDJ or other Chip music ROM's.

Derp uses FRAM in place of USB64M, Everdrive and BennVenn's SRAM, so no battery is required and the possibility of data loss due to a flat battery is removed. The typical lifespan of a quality lithium coin cell in this application is anywhere from 3-10 years (My original GBCam battery is still good almost 20 years later!) The benefit of FRAM is for you to consider...

Once the ROM is booted, no cart can perform any faster or slower than another.

Other differences between carts include the ROM transfer method.

Drag-n-Derp and USB64M as the name suggests uses a USB cable to transfer the ROM to the cart
Everdrive uses an SD card which you fill with ROM's and insert into the cart. A boot menu then copies the ROM into Flash.
BennVenn carts use an external writer to transfer ROM's and SRAM. (Or by Linker cable*)

There are other carts out there, the older Bung/Mr Flash carts can sometimes be found on auction sites or forums though the hardware used to flash these carts is difficult to use on a modern PC and even harder to find (This is where the Altane is useful) . These carts are typically very small and contain only 32K SRAM.

I think this thread is a great idea, I'd like to learn more about the Nanoloop & kk_gb_8m hardware and whatever other carts are floating about

316

(23 replies, posted in Trading Post)

No problem, Shipped today. Looks like the black is popular! Sold another thismorning

Stargazer, PM'd

I've finished patching LSDJ for full compatibility with my carts. This means there is no longer a 32K limitation and you get access to the full file system (128K)

Also patched my Linker code to import individual lsdsng files to add to your file list on your cart. No need to dump the entire 128K, play around in the lsdsng editor and copy back to the cart. Simply connect the linker and transfer the LSDSNG you want!

Now the BennVenn 64m cart & Linker is the ultimate LSDJ platform! Fast, reliable and convenient transfers, low power logic (less inverter switching / bus noise) and cheap!

319

(23 replies, posted in Trading Post)

Black now available

Software update just released,

For those that have the need for speed:

Faster optimisation and ROM pre-processing has resulted in faster flash write speeds. The latest software release can write 4 copies of LSDJ in 6minutes 30seconds. That's an average write speed of 1.1mbyte per minute, 3 times faster than previous software versions.

Next will be to reduce the chip erase time by around 1/4 - 1/8th what it currently is, and perhaps shave a little more off the flash write speed.

For most, re-writing an entire cart will be a rare occurrence, but those re-flashing often should benefit from these updates.

Ben

Future updates in the works:

LSDSNG import/export to make better use of the 32K limitation
Flash File Manager for LSDJ - Incorporated File Manager to remove the 32K limit, support > 64 songs per LSDJ instance.
SRAM utility
Greater flash write speeds.