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Posted: Fri Dec 29, 2006 4:24 pm
by Lloyd Gordon
Try a nibbler or dremel to cut the case. Also buy a desolderer from Radio Shack, they only cost about $12.
Posted: Sun Dec 31, 2006 6:32 pm
by hayabusafmw
got a desoldering Iron with integrated pump on it.
worked a little good the holes got bigger & now i can say the sockets will fit:)
I can't wait to have my Chips + programmer:)
so guys , since i used a Excitebike board which game i could put on this cart?
I need to catch this part i recall there was a chart for each game which are familiar & compatible
I can't wait to try those out i will go buy a couple of mario bros Cart &
Other non valuable cart at my local pawn to try more.
& make a better cosmetic cart.
HAPPY NEW YEAR!!
Posted: Sun Dec 31, 2006 9:45 pm
by tokumaru
Check
this list, it tells what games use which boards. Your board can only run NROM stuff.
Your board is an NROM-128 though, so it will support games with only 16KB of PRG ROM. I believe you have to wire the highest address line (A14) of the chip to A14 on the cart connector.
This is the pinout of the NES PRG chip (compatible with your Flash ROM):
Code: Select all
---_---
+5V - |01 28| - +5V
PRG A12 - |02 27| - PRG A14
PRG A7 - |03 26| - PRG A13
PRG A6 - |04 25| - PRG A8
PRG A5 - |05 24| - PRG A9
PRG A4 - |06 23| - PRG A11
PRG A3 - |07 22| - PRG /CE
PRG A2 - |08 21| - PRG A10
PRG A1 - |09 20| - GND
PRG A0 - |10 19| - PRG D7
PRG D0 - |11 18| - PRG D6
PRG D1 - |12 17| - PRG D5
PRG D2 - |13 16| - PRG D4
GND - |14 15| - PRG D3
-------
And these are the connector pins:
Code: Select all
+-------+
GND |01 37| CLK 21.47727Mhz (NTSC)
PRG A11 |02 38| M2
PRG A10 |03 39| PRG A12
PRG A9 |04 40| PRG A13
PRG A8 |05 41| PRG A14
PRG A7 |06 42| PRG D7
PRG A6 |07 43| PRG D6
PRG A5 |08 44| PRG D5
PRG A4 |09 45| PRG D4
PRG A3 |10 46| PRG D3
PRG A2 |11 47| PRG D2
PRG A1 |12 48| PRG D1
PRG A0 |13 49| PRG D0
PRG R/W |14 50| PRG /CE (/A15 & /M2)
/IRQ |15 51| EXP 9
EXP 0 |16 52| EXP 8
EXP 1 |17 53| EXP 7
EXP 2 |18 54| EXP 6
EXP 3 |19 55| EXP 5
EXP 4 |20 56| CHR /WR
CHR /RD |21 57| CIRAM /CE
CIRAM A10 |22 58| CHR /A13
CHR A6 |23 59| CHR A7
CHR A5 |24 60| CHR A8
CHR A4 |25 61| CHR A9
CHR A3 |26 62| CHR A11
CHR A2 |27 63| CHR A10
CHR A1 |28 64| CHR A12
CHR A0 |29 65| CHR A13
CHR D0 |30 66| CHR D7
CHR D1 |31 67| CHR D6
CHR D2 |32 68| CHR D5
CHR D3 |33 69| CHR D4
SECURITY |34 70| SECURITY
SECURITY |35 71| SECURITY
+5V |36 72| GND
+-------+
When soldering your socket in, make sure to bend up pin number 27, and solder a wire to it, and solder the other end of the wire to a place that makes contact with pin number 41 on the connector. I don't think these are connected on an NROM-128 board.
This way you will be able to run ALL NROM games, 16KB or 32KB of PRG ROM. I'm saying this before you get frustrated because of the small ammount of games you'd be able to run without this mod.
If you don't feel like going through the trouble of doing what I said above, just get a game with an NROM-256 board, such as SMB1.
Posted: Sun Dec 31, 2006 9:53 pm
by hayabusafmw
I don't care of soldering 1 wire this isn't a problem:)
i just need to know which is ''pin 27''
but when you say bend it is it (on the eprom or the socket like break the leg?)
give me a picture if you have one
thanks!!!!:)
Posted: Sun Dec 31, 2006 10:19 pm
by tokumaru
hayabusafmw wrote:i just need to know which is ''pin 27''
That's why I posted the pinout above! =)
That "drawing" has all the chips numbered and their functions. Pin 27 on the chip is the second one, top to bottom on the right.
The picture of the board you posted shows that the PRG chip is the one on the right, and the small identation found on top of the chips is also located on the right, meaning that the pin that goes into the second hole from right to left on the bottom row is the one you want.
but when you say bend it is it (on the eprom or the socket like break the leg?)
Bend the socket, if you bent the chip you'd have a hard time reprogramming it! =)
I'm sorry that I don't have any pics here, but it's really simple. Just bend the pin up, instead of inserting it into the hole like all others. Make sure the pin makes no contact with the board, and solder a wire to it. Then solder it to a place that makes contact with pin 41 on the connector, which, in the picture you posted, is the 5th one from right to left, but on the other side of the board. You can follow the trace that comes out of that pin to look for the best place to solder the wire.
Let me just say that I don't own an NROM-128 board, so I can't tell you I'm 100% sure of what I'm saying here. If I had this board I could quickly check if this mod would work or not, but I don't. So you better wait for someone to back me up on this! =)
Ah, sice you are interested in devcarts,
this place has a lot of info concerning them. Interesting reading material when you're learning. They have lots of pictures, and there's even has a part about programming the chips, with screenshots and all.
Posted: Sun Dec 31, 2006 10:28 pm
by hayabusafmw
thanks for the help!!:)
I know i sound noobish with all my questions
ill get around quick ^_^
Im getting over excited haha
So if i do the wire trick
what does that limit me to?
Does Megaman 1 or 2 will work?
or more game like SMB1 & goonies.. (multi cart games) like those 100 in 1 cart (which excitebike was on)
Posted: Sun Dec 31, 2006 10:53 pm
by tokumaru
hayabusafmw wrote:what does that limit me to?
Uhh... still pretty limited, sorry! =)
You'll be able to run any game on that list that uses an NROM board. did you take a look at the list?
Does Megaman 1 or 2 will work?
Nope! As you guessed, NROM games are the simpler/older ones. Once you get the hang of making NROM devcarts, I suggest you make an UNROM devcart. There are many nice UNROM games, including Megaman 1, so you'll be able to run many interesting games. Plus, UNROM is pretty easy to make, it requires little rewiring and since it uses CHR-RAM, you only have to work on the PRG chip, you don't even touch the other one.
What will make you able to run a great deal of games is a TxROM board. With a TKROM board you'll be able to run most MMC3 games, and the MMC3 is one of the most used mappers out there. You'd be able to run Magaman 3 and 5 with it.
When you are comfortable with NROM and feel like facing some rewiring challenge, you can get some larger chips (you should really have bought some 512KB chips already!) and get to work! =)
I recently got myself a TKROM board, and will soon try to make a devcart out of it. Now that I got my desoldering iron it will be much easier! =D
Posted: Sun Dec 31, 2006 11:31 pm
by hayabusafmw
I could try making a MM2 MM1 compatible cart ^_^
sounds challenging love it.
Is it many wires?
Let me know about this thing too
because mainly i like Megaman 1 & 2 & they are games i would of love to test my cart with for starting
Posted: Mon Jan 01, 2007 8:15 am
by No Carrier
This was originally in a PM to Hayabusa, but some others might be able to use this info to help split their ROM's with CajoNES (as I mentioned earlier in this thread):
Here is what you do:
1. Open CajoNES with the files you want to convert in the same folder.
2. Type the name of the file at the prompt, like "mario.nes".
3. You should see another menu with info on the rom.
4. Hit F7 to export "Pasofami PRM/PRG/CHR" (the key might be different on your menu)
5. Hit F9 to "Discard and Quit"
That is it. You should have 3 files now, for example: mario.prm (not needed), mario.prg (for the PRG file on the cart), and mario.chr (for the CHR file on the cart).
Now, depending on the file size, you may have to expand each file to fill the size of your chip (for example, let's say its 32k).
If mario.chr is only 16k, then you would do the following (in DOS / from the Command Prompt):
copy /b mario.chr+mario.chr mario_burn.chr
That command will append binary (/b) files together into a new file. Do it as many times as needed to fill the size of the chip you're burning.
Hope that helps!
NC
Posted: Mon Jan 01, 2007 9:09 am
by hayabusafmw
Thanks!!
once again
but i noticed let say it's written like (MEGAMAN II (U) (!).nes)
it won't recongnize it you have to rename it to let say megaman2.nes
but i tryed to rip megaman , megaman 2....
but i only get a .PRG & .PRM....
I don't know if it's normal
Posted: Mon Jan 01, 2007 10:09 am
by tepples
No CHR means that the Game Pak contains a (usually 8 KiB) RAM chip, and the CHR data is copied from PRG ROM to CHR RAM while the game is running. I seem to remember that at least half of the six Mega Man games for NES have CHR RAM.
Posted: Mon Jan 01, 2007 11:06 am
by tokumaru
I think Megaman 1, 2, 4 and 6 use CHR-RAM, meaning you won't get any CHR files out of them.
As I said before, when turing CHR-RAM carts into devcarts you only need to mess with one of the chips (the PRG one) and never even touch the CHR-RAM chip. That can make the whole devcart making experience less "intense", which is a good thing.
But you should have told us from the start that you desire is to play Megaman 1 or 2... Did you at least buy large Flash ROMs? Such as 256KB or 512KB? If you want to play those games you really should have! =)
Finding the carts to RUM those games shouldn't be hard, but you'd need to face some rewiring challenge!
So, if you really plan to run those games, go buy a few carts with the same boards as the games you like (take a look at that list I posted) and order some 512KB chips. It doesn't matter if a chip is larger than the game you're putting on it, as long as all pins are wired correctly. So, with 512KB chips you can fit pretty much every NES game (using the boards you own, of course).
Posted: Mon Jan 01, 2007 11:49 am
by hayabusafmw
I bough 4 x AT29C256 from futurlec I beleive they are 256?
Posted: Mon Jan 01, 2007 12:31 pm
by kyuusaku
They are 256 kibibits or 32 kibibytes.
Posted: Mon Jan 01, 2007 1:54 pm
by No Carrier
hayabusafmw wrote:I bough 4 x AT29C256 from futurlec I beleive they are 256?
The only ones I see in stock are the AT29C256PLCC's. You didn't order those, did you?
NC