Search found 183 matches
- 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...
- 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
So far it's run everything I've tried without problems.MottZilla wrote:What's the compatibility of this SD optical drive replacement?
- 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 ...
- 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...
- 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...
- 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...
- 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...
- Sun Jun 02, 2013 7:52 am
- Forum: NES Hardware and Flash Equipment
- Topic: RP2C03B pinout
- Replies: 3
- Views: 3626
- 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...
- 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...
- 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!
- 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...
- 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...
- 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.








- 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:

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

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