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SUPER SWEET REPRODUCTION CARTS Thanks to China, it's really easy to reproduce those translated SNES games that never saw the light of day in America + weird fan hacks like Awful Fantasy. I'm not going to go into super detail about the process because I don't want to piss avid collectors off by telling people how to make counterfeit games such as this poor guy who bought Earthbound on ebay only to find it was fake - http://earthboundcentral.com/2012/03/counterfeit-earthbound-carts-exist/ So what will I tell? Well I'll give you some porn pics because I don't have my SFC yet (mint, gray and CIB from ebay for 100 suckaaa) which means I can't even test these drat things First off, mask roms on SNES use a different pin out than a standard eeprom so we have to rewire accordingly gently caress I FORGOT THE EXTENDED ADDRESS ADAPTER Now the big test, do these pieces of gently caress work? I present to you the only physical copy of awful fantasy in existence! There's a lot of stuff left out that you need to do to get a rom ready for an eeprom, but that was intentional. As for where this stands, the memory used on these adapters is complete garbage and programs like poo poo. Maybe 1 in 100 attempts at writing the eeprom will work because we're dealing with memory that's as old as the SNES. Along with this, these chips require very specific donor boards to work and don't play nicely with smaller games due to how SNES maps memory and addresses it. There are work-arounds to change the rom physically which will allow it to address properly but . I'm working on doing a pcb from the ground up using current memory and the superCIC instead of the nintendo CIC along with a custom-made MAD-1 ala retrocade's nes pcb. Reason being is I like reproductions, but I feel conflicted about doing this process above as they fit in standard snes cartridges. This new pcb will flat out not fit in a standard cartridge and require a custom cartridge as I feel the reproduction business is wrong in wanting to make 1:1 replicas of cartridges. Sure, they're sweet and having a copy of SoM3 in english is pretty tits but let's be honest and realize that a lot of people use this same process to dupe people on eBay on expensive games.
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# ¿ Jan 13, 2013 16:25 |
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# ¿ Apr 28, 2024 17:01 |
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There's no real way to have an "idiots guide" on how to make reproduction cartridges. Reason being is that ROMs are fairly complicated circuitry and cartridges for every system are completely different. To give an example of just how crazy ROMs get, SNES has two types of ROMs - HIROM and LOROM which have 90ns latency and 120ns latency respectively. Inside that, there's different SRAM configurations such as LOROM + 64kb SRAM or 16kb SRAM Inside that, depending on when a cartridge was made chips just weren't large enough so for example while Super Metroid is a 24mbit game, the pcb for it has the rom split over 2 chips with the first 16mbit on one chip and the last 8mbit on another. The MAD-1 is then wired up to address the memory properly. If you want to get really crazy, NES is about impossible to reproduce unless the game was made by Nintendo. Reason being is that Nintendo has mappers that hooked up memory chips differently and allows banking in any fashion a developer desires. Because of this there are ~200 different mapper configurations for Nintendo and to make a rom "work" with a different one requires quite a bit of assembly knowledge. On top of this there are CICs used for security that get more complex as time goes on, for example N64 has 5 different boot CICs and you have to really gently caress around with a rom to get it to boot with a different CIC along with SRAM and flash ram for saving. In short, unless you're really into console security and know what the gently caress you're doing, DON'T NOT ATTEMPT
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# ¿ Jan 13, 2013 17:33 |
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HKR posted:I'm pretty much guaranteed to give it a try at some point this year. If you don't have an EEPROM burner and understand schematics/EE you're going into a very large uphill battle. A decent burner is $70-100 and chips are $10-15 a pop. On top of this cartridges mostly use 5v ICs so you have to really screw around with circuitry to tie in any current memory as most all runs off 3.3v. Just be aware doing this kind of stuff isn't for the weak hearted.
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# ¿ Jan 13, 2013 18:38 |
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Is there any real reason to go for a SD2SNES over an Everdrive if you don't really care about MSU-1? I mean, SuperFX would be neat but at the price of the cart I could just build the two SuperFX games I'd want and I wonder if he plans to have SA1/CX4/SDD1 support or not. Only thing is games that are SA1/SDD1 all used TSOP memory instead of DIP which makes for one fugly cartridge internally.
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# ¿ Jan 14, 2013 00:40 |
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Djarum posted:Cx4 is supported already. Basically the only stuff now supported right now is SuperFX and SA-1 which sounds like will come within the next year. Personally I'd get a SD2SNES just so I never have to worry about it ever again. Also SD cards are a hell of a lot easier and cheaper to buy than CF. Ah gently caress it I'll just waste the money didn't know it was open source too which will be handy for personal projects
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# ¿ Jan 14, 2013 01:46 |
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Technowrite posted:Is there a really good reason as to why there are no repro copies of Famicom Wars? Seems like something the repro community would have tackled by now. Famicom Wars is MMC4 and only 3 games ever used it. To reproduce it would be troublesome without editing the game which even still would be a PITA. MMC4 introduced WRAM as a means of helping save SRAM from vanishing as it tends to do on Zelda/FF carts due to the battery not kicking in fast enough after power is pulled from the system. (This is why they tell you to hold reset while turning off the system, the SRAM is still provided juice but it is lower which triggers the CIC to tell the SRAM to connect to battery. The MAD-1 in SNES was able to address this much better which is why you no longer have to hold reset while turning games off on SNES. EDIT: Interesting, according to nesdev wikit it actually might be possible. I don't have a NES or anything so couldn't really test the theory out. http://wiki.nesdev.com/w/index.php/MMC4#Variants Edit x2: Where's the cheapest place to get a decent s-video cable for snes/sfc? flyboi fucked around with this message at 15:19 on Jan 14, 2013 |
# ¿ Jan 14, 2013 14:39 |
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PAL IS THE SUPERIOR FORMAT https://www.youtube.com/watch?v=X1CW8Da8i1o https://www.youtube.com/watch?v=dlIr-MaJxg8 flyboi fucked around with this message at 17:26 on Jan 14, 2013 |
# ¿ Jan 14, 2013 17:21 |
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Oh man I'm spurtin. Just won 24 EPROMs that are perfect for SNES repros dirt cheap. Normally these are $10/pop! Now I need to make a mask rom pcb for these to make life easier and not a wired mess.
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# ¿ Jan 14, 2013 19:14 |
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fatpat268 posted:For how much, and where? Ebay? 29f032? $30 with shipping Yup, all 29F032 After I amass another cache like this I'll let the cat out of the bag on how to get them.
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# ¿ Jan 14, 2013 19:44 |
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Sexy Slippers posted:That and a full guide on reproductions would be splendid I mean you can piece it together through much googlefu but why not share I'm not posting a full-on guide because a lot of people frown on reproductions and really, due to all the gotchas that involve with reproduction it really isn't a "SET IT: FORGET IT" kind of deal. I'm mostly doing it for personal enjoyment and I'd rather not contribute to the mass amount of bullshit that is counterfeit cartridge/boxes infesting ebay.
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# ¿ Jan 14, 2013 20:52 |
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Keyboard Kid posted:Why is this? Some of the carts that used it are dirt cheap, so they should be able to reuse those chips. Given the price of repro carts and the way a lot of them are made, this should be simple. MMC4 was used by 3 games only - two fire emblem games and famicom wars. Not anywhere near as abundant as the other mappers and even still a donor cart will be ~$20, EPROMs ~$20 and if you're wanting to marry it for a US Nintendo a pin converter as well for ~$10 unless you're just going to use an external adapter. I mean, it's doable but I don't care to put the money forward to do such a thing as I don't have a nintendo or an interest in reproducing Nintendo cartridges.
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# ¿ Jan 14, 2013 21:52 |
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However, with the coming SD2SNES I've got a new project thanks to something I found on youtube - https://www.youtube.com/watch?v=HnAg2T7d6uU From what I've read adding in MSU-1 music playback is pretty simplistic, you find the routine where the music is loaded from an op code and modify it to check if the MSU-1 exists. If exists, pass there if not play normally. So in my infinite boredom and limited freetime I figured hey, why not do this to Chrono Trigger! Probably won't be done with it for a looooong time but this will be a fun little project.
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# ¿ Jan 14, 2013 23:07 |
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fatpat268 posted:I think some is actually working on Chrono Trigger and adding the PS1 cutscenes. They added the intro as a proof of concept. Unfortunately adding fmv in is tedious compared to just audio so I'll be amazed if they continue. I'm not sure if I'll do chrono trigger as there's no real orchestral remake of all tracks, maybe ff6 or idk
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# ¿ Jan 14, 2013 23:54 |
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My partner is going to be gone for a funeral this week which means I can be completely antisocial and play with some assembly. Once I have some progress I'll write up a brief digest on how this is all done. Hacking wise it really isn't that hard to do due to how byuu wrote the msu-1
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# ¿ Jan 15, 2013 01:41 |
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Quidnose posted:I already bought a SFC. I skipped getting a snes this generation of collecting and went for a sfc mint cib dirt cheap Unfortunately this is the 10th-ish sfc/snes I bought over time.. Kill me. Maybe I'll highlight snes cartridge copiers as that was my old niche
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# ¿ Jan 15, 2013 04:55 |
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Radioshack are cheap and "work" but expect them to fail. Really though investing in a Weller analog soldering station is well worth the cost as it will last for ages and if you get a copper ball cleaning tip you will be set for years
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# ¿ Jan 15, 2013 16:56 |
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univbee posted:By copper ball cleaning tip are you referring to these things or something else? Yeah those things. They're handy because you don't have to keep a sponge wet. Just shove the tip in, remove, receive clean tip. I have this one and it's nice since it's all enclosed and whatnot http://www.amazon.com/Hakko-Cleaner-599B-02-Non-Corrosive-Needed/dp/B000PDQORU
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# ¿ Jan 15, 2013 17:43 |
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Miyamotos RGB NES posted:Just curious here but how does that extend the life of the soldering iron? Doesn't that copper ball just clean the tip (something you have to replace every once in a while anyway)? Because there's no water they don't leave crap on the tip that sponges will generate and is softer for the tip which will prolongs the tip from bending/chipping as well as doesn't cause temperature fluctuations. At least in practice... Really it's just nice because you don't have to have a wet moldy sponge that you need to keep re-wetting and is lazier which I'm great at doing (being lazy) Who knows if the marketing speak is true, but it's handy for the lazy.
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# ¿ Jan 15, 2013 18:27 |
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univbee posted:Huh. Was just browsing Stone Age Gamer and noticed that their Deluxe Edition of the Super Everdrive actually has a DSP-1 chip. At $140, that makes it slightly cheaper than the SNES Powerpak for the same compatibility other than Star Ocean (which works on the Powerpak but not the Super Everdrive). The SNES Powerpak can be annoying though since it uses CompactFlash cards, and needs save files manually created. You can add DSP-1 to a regular Super Everdrive by destroying Pilotwings or a similar cart and taking 3 chips from it and attaching them to the board.
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# ¿ Jan 15, 2013 20:13 |
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I don't know much about Xbox exclusives but 360 has quite a few WTF releases on it. Most notably has to be galgun. Don't YouTube it at work. Here's a digest: You're the most popular kid in school (for just one day). Every girl in your class has fallen for you... but they stand between you and your true love. Take 'em down with your Pheromone Shot.
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# ¿ Jan 16, 2013 04:44 |
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Midnight Raider posted:So do you mean this one in particular, or is there a better/cheaper model? That's the one I have as I tend to do soldering on some harder-to-heat places such as gigantic ground planes but if you're wanting to save money the 40W linked should work for most any regular PCB work. Mine heats up in about a minute or two and it's nice to have the LED that shows when the iron is heating so you don't have to guess when it's ready.
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# ¿ Jan 16, 2013 15:36 |
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The GBC Dragon Quest titles are fantastic ports and worth it
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# ¿ Jan 16, 2013 18:09 |
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_____! posted:Just because no one commented on this part, I would like to say this sounds interesting. My knowledge of the subject extends to the early Gameboy flashcarts (i.e. Bung) and the few pictures I saw of the N64 ones with a floppy drive. This information was all cobbled together from minimal internet use at my Dad's work around '97/'98. This post is going to focus on Bung entirely as this can get *really* messy otherwise. Well starting off with Famicom there was a few copiers that existed and this is also where Bung got their start. Famicom wasn't very popular for copiers because of mappers and complexity that was difficult to replicate with the available hardware. They actually worked off the Famicom Disk System and China would modify games to work with the bank switching necessary. Today they're extremely useless as they're impossible to get working without a colossal amount of effort so they're mostly just a "look what I have guys!" type of purchase. These are 4Mbit and 6Mbit respectively. However, there was a much more popular and widely used method of copying games in Japan due to the Famicom Disk System. You could purchase a blank disk and go to a kiosk to have it written with a game you would buy from there. Of course China said "LOL, WHATEVER" and produced these boards called dubbing boards. The process was pretty straight-forward albeit annoying. Basically you plug cables into the pcb which go into the FDS. Once loaded there is either a LED on the dubber or a program inside the copier program that checks the speed of the two systems. The led blinks faster/slower when the drive is too out of sync and will be solid once in sync. This is all changed via a pot inside the FDS. Then once that is done, the copier software will read half of the game, copy it to the new disk and then do the same for the other half. There were a few methods as to how the process was done so some copies were extremely picky as to which system they would work on and as time went on the copies would degrade to the point of being non-functional. Think of it like recording a tape of someone talking and copying that copy over and over via analog audio and you get the point. This was the most popular method of piracy in Japan and part of why the FDS never made it outside of Japan. Along with the Game Doctor Bung created the Doctor PC Jr This was essential a famiclone with 8mbit copy capability. It came with a keyboard which allowed users to write programs in Basic. It also came with a bastardized version of DOS, Logo, typing tutor and a word processor. With the advent of 16-bit things got a little bit simpler - especially for Genesis. Bung started releasing copiers for both systems and sometimes one for both as well as the holy grail of all copier lines - the MGD. Starting off with the simpler ones, Bung had a multitude of game doctors they released, the Game Doctor, SF3,6 and 7. The Game Doctor was unupgradable, a pile of poo poo, prone to breaking and 16Mbit if I remember right. I had acquired one years ago but never got it to work and it seems pretty rare as I can't find any information on it. Mine is dying in a landfill as there's not even a rom of the bios that you can burn to fix them. After the Game Doctor came the SF2 which was a turd, 16mbit and unupgradable all around poo poo. The SF3/SF6/SF7 are some of the more popular models, Bung had switched from unupgradable turds to lines that allowed you to purchase memory expansion cards that could go inside the device along with separating the edge connector from the copier to a modular design. This allowed them to create a blue dsp-1 adapter that could be used in conjunction to add support on the cheap. The SF6 and 7 are almost the same device with the exception that the 7 has a parallel port which allowed for loading roms from a computer instead of keeping a stack of floppies around. There was also a cdrom drive for the game doctor but it is very rare and prone to failure. They also released the SF6 and 7 in the USA as the Professor SF 1 and 2 respectively. You could order these through the mail from certain companies which would run ads in game magazines. These devices were pretty alright, I used a SF7 for years but the tedious thing is that there were 4 major makers of copiers, all conveniently using their own formats which means constantly having to convert roms, split them and keeping track of lovely 8.3 filenames. Essentially how these copiers worked was they would have 8MBit DRAM chips and you would have multi-part files that would be loaded into each 8MBit chip. By file naming convention the copier device understood if it had to combine them i.e TOP.001 TOP.002 TOP.003 TOP.004 TOP.005 TOP.006 the device would know that it was a 48mbit game (Tales of Phantasia). Also copiers are super picky about parallel ports so finding one that works today is a nightmare. game doctor sf2 this is the Professor SF2 in a SFC along with the cd addon The SF6/7 look the same as the SF2. This one has the blue DSP adapter. The regular one is just gray colored. So with the SF6/7 being mega hits in China, Japan and the US Bung started branching off into other devices. First up is their gameboy line - the GB X-Changer These devices were the start of what would be many handheld flash carts, it was a cartridge with 4, 16 or 64mbit DRAM and a writer that hooked into a parallel port. There was software that would mash a bunch of roms together and provide a menu on the system to allow you to choose which game to play much like the x-in-1 cartridges. One interesting thing Bung made for the gameboy which is extremely rare is the pocket voice. This device was stupidly expensive ($250 at the time) and all it did was let you take voice memos so not really that well received. One of those dumb things that collectors get boners over. So all the while this is happening, Nintendo is furious and is actively suing Bung's suppliers in America Carl Industries and Upstate Games. They were having a tough time in court as the Betamax case from the 80s set precedent that these were legal with the exception that they were used for personal backups and not for piracy. Nintendo also was having issues supplying development kits to all their developers so they were buying up Bung devices to work with in conjunction of their official SDKs. Bung cashed in on this by throwing a contest with the X-Changer http://web.archive.org/web/20110611190119/http://defaced.co.uk/bung/GBCodingCompetition/1stGBCodingCompetition/1st_results.htm Of course, this pissed Nintendo off but there wasn't much that could be done at the time. Bung continued on with a plethora of devices their most interesting would be the Multi Game Doctor 1 & 2 This is the Multi Game Doctor 1 which worked with the FSD originally but had expansions to support both SFC and MD. The system was 8Mbit. With the advent of GB X-Changer Bung got more bold and released the Multi Game Doctor 2 which was every copier's wet dream in the 90s Basically the MGD2 is a modular system where you would purchase various SRAM & DRAM cards that would then plugin to special adapters for the system to allow for easy expansion and loading on any system. This sucker worked with SFC, MD, PCE, SGFX, GB, GG, Neo Geo and probably other systems as well. The problem with it was DRAM was expensive and so were the adapters so it wasn't heavily adopted. Here is a MGD2 in a Neo Geo AES. 172Mbit. Not.Cheap. Bung also had copiers for less popular devices, here's a coveted WonderMagic. It goes for way too much money considering how few games the device had. Here's their NGPC copier, the Pocket Linker Works just like the Gameboy equivalent, also very expensive. They later went on to release their GBA flash cart along with the Doctor v64 and the Doctor v64 Jr. Around the release of Jr the DMCA was created which gave Nintendo an in to go after Bung and destroyed the company. RIP. If you want some pics/story about this generation I can post it but everyone should know about it by now. flyboi fucked around with this message at 20:52 on Jan 16, 2013 |
# ¿ Jan 16, 2013 20:49 |
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zenintrude posted:I have one of these. What's the chances of me finding flashing software for it? Pretty easy! There's an open source application that interfaces with pretty much every device under the sun and has tools for converting roms between the copier devices. http://ucon64.sourceforge.net/ This thing supports almost every system and backup device under the sun. Just be aware your parallel port may or may not work, and these devices work best in DOS mode with the parallel port in EPC mode.
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# ¿ Jan 16, 2013 21:02 |
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Code Jockey posted:Copiers are so loving rad. Thank you for that post. Fun fact, the "NES on a chip" came from the Doctor PC Jr at least I believe so, it's the oldest famiclone I'm aware of.
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# ¿ Jan 16, 2013 21:06 |
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Code Jockey posted:So along with that post, I'm curious - how are modern rom dumps made, like the big "official" scene sets? Using old copiers, or something more sophisticated and modern? Rom dumps were always kept up back then, it was kind of a clusterfuck though due to each copier having their own format. SMC ended up becoming the "standard" in SNES world because of the added header which made archiving them easier as processors sucked at MD5 and it was easiest for reading what a rom was. Pretty much all ROMs came from these devices with a few exceptions. Most notable would be Super Mario RPG as it was impossible to dump with the SA-1 by any copier. To get that rom a well known hacker Barubary soldered a copier directly to the rom chip and dumped the rom that way. Back then you would find a rom and then pray there was a converter available. I actually wrote a few in VB before the advent of ucon64. Barubary has a long history in the rom world, he's the one who made Earthbound 0 work, did the FF5 translation and a *lot* of other poo poo.
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# ¿ Jan 16, 2013 21:13 |
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The_Franz posted:Was there ever an official NES/Famicom devkit? I've tried to find information on this topic a few times and all I've ever really heard is that developers were given some documentation and were otherwise expected to figure things out on their own. There wasn't really any sort of official devkit for the Famicom. They would be handed the licensing documentation and an assembler then said "come back with a game." Most game makers made their own devkits if they needed one here is an in-depth look at one http://devkits.handheldmuseum.com/NES_MissionControl.htm Nintendo didn't really have development kits up until later on, the Gameboy, SFC and FC never had official ones. Here's some SFC dev kits that were made http://www.nintendo-town.fr/mod2/?p=67 http://www.assemblergames.com/forums/showthread.php?39724-WTT-SNES-Devkit-MD-Devkit-N64-Proto-EAD-cart-or http://www.nintendo-town.fr/mod2/?paged=2 About the only thing Nintendo offered for SFC/FC were cartridges that you could plug EPROMs into and would use standard pinout instead of their maskrom http://devkits.handheldmuseum.com/SNES_8MBEPROM.htm http://www.nintendoplayer.com/site-updates/first-look-at-historic-mario-nes-prototype-find/ And another random fun rom fact: the Earthbound rom in most all rom collections isn't 1:1 from the rom. It came pre-patched for copiers so it wouldn't trigger the backup warnings. Don't believe me? Run your rom through the ROM fixer app and you'll notice it "fixes" your rom and consequently older emulators will poo poo bricks. http://pkhack.fobby.net/download.php Also likely not in regards to USB > Parallel, these devices are extremely touchy about the parallel port. You could give it a whirl, I'm not sure if ucon64 has gotten better about this. And I was wrong, it's EPP mode not EPC for sending/receiving to the devices. flyboi fucked around with this message at 21:32 on Jan 16, 2013 |
# ¿ Jan 16, 2013 21:28 |
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While not exactly retro I did find something over the weekend I forgot to post about which I'm really happy for. Went to a pawn shop trying to find a SNES just so I could play around with it and nobody has them in town. However while looking in the cabinet I came across this and my cc did a sonic boom... Obviously I got the nunchuk myself but I figured I'd never find a gold Wii remote.
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# ¿ Jan 16, 2013 22:50 |
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univbee posted:Do you have a dollar/year value? I'm really curious. From what I can remember, the MGD2 system itself was $250 which would usually come with 1 system interface, a 1M SRAM module and a 16M DRAM module. 32M DRAM cost anywhere from $100-150 and a new interface was between $50-100 depending on which system it was for. Other prices I'm not positive on, it has been a long time but a fully working setup for SFC/MD would cost you around $350 total. As for the copy game function in SF2 it was dependent on the bios revision. After Nintendo put up a big stink about "THESE ARE FOR PIRACY!!!" Bung disabled the feature and would sell the devices as "development kits." Thing is by that point roms were everywhere and tons of utilities to convert between them so disabling that was moot. Edit: found an ad from an old video game magazine on the internet. This is the Game Doctor SF3 rebranded for US sales before they launched the professor line. And here's a price list for MGD2 components flyboi fucked around with this message at 00:37 on Jan 17, 2013 |
# ¿ Jan 17, 2013 00:27 |
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JumpinJackFlash posted:For Neo Geo, you need the shell, and four dram cards. I think the combination didn't matter, but it had to be a minimum of 72megabits. So for example, 8m + 32m + 16m +16m. Since this was the early nineties, DRAM was really expensive. You had to buy these cards in addition to the actual MGD2. So to play Neo Geo you were looking at least $500-600 investment, probably more. It only worked on early Neo Geo games as well. I could only imagine how long it would take to load 128mbit rom from floppies
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# ¿ Jan 17, 2013 01:29 |
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HKR posted:So for those looking for a capture card to capture old consoles (A lot of "gamer" focused capture cards cannot handle 240p signals), I just installed this guy and so far it works really well. I tried streaming with it using XSplit and Open Broadcaster Software and it works fine, and the quality is good. I'll be toying with it a lot more this weekend when I get some cables to go from my TV to the PC (As with any capture device, the input lag caused makes most games unplayable). Yeah I have that one as well and it works great on S-Video modded Gennies https://www.youtube.com/watch?v=k0n8X87DHME
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# ¿ Jan 17, 2013 03:10 |
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JumpinJackFlash posted:For Neo Geo, you need the shell, and four dram cards. I think the combination didn't matter, but it had to be a minimum of 72megabits. So for example, 8m + 32m + 16m +16m. Since this was the early nineties, DRAM was really expensive. You had to buy these cards in addition to the actual MGD2. So to play Neo Geo you were looking at least $500-600 investment, probably more. It only worked on early Neo Geo games as well. Whoa, I didn't know MGD1 also worked with PCE Pics from left to right, top to bottom: MGD1 with sfc adapter, the black box to the right of the sfc adapter is the top of the game doctor, it is removable to put carts in or to stack it so it looks pretty with a FDS. Then there's a SFC game being dumped by a computer, SFC all setup, PCE all setup and then MD.
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# ¿ Jan 17, 2013 04:09 |
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sandpiper posted:Interesting, I was wondering how you were doing that. It's also handy because it supports PAL, NTSC and ATSC... Unfortunately no HDCP though. ~3 frame lag from source
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# ¿ Jan 17, 2013 06:58 |
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Came across this tonight, ended up putting money in the kick starter because why not, PSP is an ok handheld emulator for retro games but this seems to do SNES full speed and has a proper resolution screen for retro games. https://www.youtube.com/watch?v=1CXjmWe1vvc Has a 1GHz MIPS processor w/ 512MB ram and 16gb internal storage w/ micro sd slot.
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# ¿ Jan 17, 2013 07:28 |
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It's a 3.5" 320x240 display I mean, no room for scanlines but it can at least do 240p properly.
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# ¿ Jan 17, 2013 15:06 |
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So looking at http://sd2snes.de/blog/card-list there's a long list of cards that are not officially supported by sd2snes. Anyone using a 8gb or 16gb personally and are having no issues with it? I'd rather not buy 30 cards to find a working one. I'm trying my cards I currently own with bsnes and so far they don't like msu-1 at all.
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# ¿ Jan 17, 2013 15:30 |
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Miyamotos RGB NES posted:This is awesome. Gotta love the name "Bung". heh heh heh - Beavis (Beavis & Butt-head, 1993) The reason being is the SA-1 processor on the cartridge. These coprocessors are programmable and in the case of SMRPG they had put in some protections to make portions of the rom inaccessible from the edge connector of the cartridge. To access the data required bypassing the SA-1 entirely and wiring directly into the ROM of the cartridge. Basically to get it to work the guy had to wire the pins from the rom directly to the edge connector inside a backup device to get it to dump the ROM.
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# ¿ Jan 17, 2013 17:30 |
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So back to the SD card questions.. What 8GB one do you guys use with sd2snes? I want to make sure the one i have is MSU-1 compatible and the ones I have I couldn't get to work on my pc with bsnes.
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# ¿ Jan 18, 2013 00:26 |
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Wise Fwom Yo Gwave posted:Check your spam folder; that's where my confirmation was. So it is! Now we shall see if my eBay sfc makes it before my sd2snes.
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# ¿ Jan 18, 2013 02:08 |
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# ¿ Apr 28, 2024 17:01 |
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So I've decided I'm not even going to bother with collecting games or systems in my town. I was speaking with one of the pawn shops and it turns out they, goodwill and other pawn shops take all their older stuff and have a local company sell it for them on ebay so there's pretty much 0 chance of finding anything here. gently caress you, ebay.
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# ¿ Jan 18, 2013 20:37 |