Search found 183 matches

by Drakon
Sat Jun 22, 2013 6:15 am
Forum: NES Graphics
Topic: Need help removing colour emphasis from roms
Replies: 37
Views: 17511

Re: Need help removing colour emphasis from roms

Just curious, do we have a database of games that use color emphasis? I've just never known if I am seeing it or not on a game; I don't think I've seen it enough to really know, aside from a time when screwing around with bare fingers on the famicom PCB caused the blue emphasis to kick in for Super...
by Drakon
Fri Jun 21, 2013 8:42 pm
Forum: GBDev
Topic: Colorized romhack gameplay on real hardware
Replies: 4
Views: 4483

Re: Colorized romhack gameplay on real hardware

MottZilla wrote:What's the compatibility of this SD optical drive replacement?
So far it's run everything I've tried without problems.
by Drakon
Fri Jun 21, 2013 8:04 pm
Forum: NES Graphics
Topic: Need help removing colour emphasis from roms
Replies: 37
Views: 17511

Re: Need help removing colour emphasis from roms

*bump* Came across another game that needs this treatment. The megaman 4 minus infinity romhack the brightman stage (lightbulb dude) has colour emphasis on every part of the screen except a horizontal bar where megaman is. I'm looking to disable that if possible. In the debugger the code I think is ...
by Drakon
Wed Jun 19, 2013 6:02 am
Forum: GBDev
Topic: Colorized romhack gameplay on real hardware
Replies: 4
Views: 4483

Colorized romhack gameplay on real hardware

I got the sd loading gamecube with gb player up and running: http://i.imgur.com/4hmXoCS.jpg http://i.imgur.com/gNDxggH.jpg http://i.imgur.com/hIEZysV.jpg http://i.imgur.com/QX97vLb.jpg SD loading gamecube + gb player + my home built gb / gbc devcart + usb easycap capture device in a project box = ga...
by Drakon
Wed Jun 12, 2013 7:16 pm
Forum: SNESdev
Topic: GSU-2 max addressable ROM
Replies: 11
Views: 4588

Re: GSU-2 max addressable ROM

Ok, so it looks like Stunt Race FX grounds /CE, StarFox (the QFP chip version, at least) and Yoshi's Island do not. They all ground /OE though. I'll have to test my flash ROMs and see if they work with /OE grounded. It does, unfortunately, mean that I won't be able to reprogram them on-cart. Oh wel...
by Drakon
Wed Jun 12, 2013 4:46 am
Forum: SNESdev
Topic: GSU-2 max addressable ROM
Replies: 11
Views: 4588

Re: GSU-2 max addressable ROM

Another tangentially related question. I've read a couple of places (including that FAQ) that the ROM CE and OE are both grounded. WTF? How does that even work? Aren't addresses latched at the falling edge of CE or OE, whichever comes last? So then how is it possible that both are grounded? They're...
by Drakon
Fri Jun 07, 2013 12:11 pm
Forum: NES Hardware and Flash Equipment
Topic: NES / famicom controller cord length mod
Replies: 3
Views: 4148

NES / famicom controller cord length mod

I discovered that the original nes / famicom control pad pcb the controller stops working once you make the cords longer than a certain length. In the dogbone controller pcb they fixed this, here's the fix: http://i.imgur.com/Jvt1vAE.jpg 3.6k ohm between vcc and cup 3.6k ohm between out 0 and vcc An...
by Drakon
Sun Jun 02, 2013 7:52 am
Forum: NES Hardware and Flash Equipment
Topic: RP2C03B pinout
Replies: 3
Views: 3626

Re: RP2C03B pinout

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by Drakon
Sat Jun 01, 2013 7:27 pm
Forum: GBDev
Topic: Home building a wideboy advance
Replies: 6
Views: 5733

Re: Home building a wideboy advance

What are you doing for input? Why is the crystal (filter?) floating in space? Any thoughts about a more permanent design? I'm going to straight wire the controller into a svga port. The floating crystal is because when I first wired it up I got heavy jailbars, I thought maybe the crystal was adding...
by Drakon
Sat Jun 01, 2013 10:31 am
Forum: GBDev
Topic: Home building a wideboy advance
Replies: 6
Views: 5733

Home building a wideboy advance

After seeing some cool consolized gamegear projects I decided to tackle a consolized gameboy advance. I used the gba tv converter for this project: http://i.imgur.com/XQntG01.jpg This converter is the most common tv adapter for the gba (it's also very cheap). And the best news is bacteria was nice e...
by Drakon
Fri May 24, 2013 9:13 pm
Forum: SNESdev
Topic: SNES Homebrew - Space Madness
Replies: 6
Views: 3209

Re: SNES Homebrew - Space Madness

That's a whole bunch of nothing to look at...I checked out your channel though. That mario world romhack looks really well made and fun!
by Drakon
Wed May 22, 2013 7:07 am
Forum: SNESdev
Topic: Yet another Super FX devcart
Replies: 4
Views: 2694

Re: Yet another Super FX devcart

I like the back of your cart in the original post. It's like someone who's had an operation and has a tube port in their skin somewhere. Haha thanks. Matrix style? The goal is just something where you can easily change all the parts except for the ram chip. Wasn't aiming for the cleanest look, just...
by Drakon
Tue May 21, 2013 10:38 am
Forum: SNESdev
Topic: Yet another Super FX devcart
Replies: 4
Views: 2694

Re: Yet another Super FX devcart

Don't do the resonator thing it's dumb. Just disconnect the superfx clock trace from everything and wire up a 4 pin oscillator straight to it. If you ever want original speed just wire it into pin 1 of the cartridge connector. Since different superfx games overclock to different speeds I just make s...
by Drakon
Mon May 20, 2013 3:21 pm
Forum: SNESdev
Topic: Yet another Super FX devcart
Replies: 4
Views: 2694

Yet another Super FX devcart

It runs 4, 8, 16 mbit eproms, has a battery circuit, has 512k of ram wired up, has all necessary connections on a header at the back for overclocking.

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by Drakon
Thu May 16, 2013 3:51 pm
Forum: SNESdev
Topic: GSU-2-SP1 superfx chip
Replies: 1
Views: 2684

GSU-2-SP1 superfx chip

Apparently some copies of mario world 2 came with a different version of the gsu2 superfx chip called the gsu-2-sp1:

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I'm wondering if there's any known difference between this chip and the regular gsu 2.