Wow, that is really strange.kyuusaku wrote:Game Doctors won't even start up with Tengai Makyou in their top slot so there must be a conflict.
Which one did you use and what kind of power supply are you using? I had trouble with the XBand on passthrough at times due to the extra power it needed. I know, it is a long stretch here, but I can't think of what else would cause this as the Game Doctors only use the normal cartridge regions so I can't think of what would conflict.
Could you try this for us and let us know what happens?kyuusaku wrote:Perhaps the game can be inserted into the slot after the GD is setup to passthrough conflicting areas?
I haven't played with it much, but the memory mapping capabilities seem to be the same (even the trick $C0 byte works the same).kyuusaku wrote:A GDSF3 I tested is capable of running Mario Kart through the top, but I don't think it's memory mapping capabilities are as sophisticated as the GDSF7's, so maybe passthrough header flags aren't an option.
Yeah, the delay is slightly too much on the SF7 to play with a DSP on the top (it works sometimes, but I wouldn't trust it). However if you look at the datasheet for the DSP it is amazing that it responds in time as is (the cartridge itself is really pushing near the limit). I haven't had trouble with most other cartridges though, so it is at least worth a try.kyuusaku wrote:I can test with a GDSF6/7 too but I think it's because of the passthrough feature that they're the ones that require the bottom DSP adapter.
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The way I suggested would be easier to build (one chip only, much fewer connections, and no PCB required) and also to debug (if there are bad connections the effect is insular... a bad data line connection would only affect that data line ... there are no address line connections, etc.)kammedo wrote:So yes, it would reduce the number of components, but wouldnt a double-sram (with the U2 overbridged to the SNES bus) be more feasible?
However, kyuusaku's method once built is superior in all ways.
Since this sounds like it is your first significant cart circuit modification, I thought it would be easiest (and most expediant) to have you build the simplest thing that does what we need. "Debugging over the internet" is painful to say the least, so I'm hoping to keep things as simple as possible.
Unfortunately, both of the SNES based ideas require the chip to run fine in passthrough on a game doctor. We need to verify and/or fix that first.
Ouch.kammedo wrote:As for the GDSF7, yes it doesnt run the FEoEZ cart from the top slot...
Wait, I'm confused. So you aren't home yet? How did you test the FEoEZ cart on the SF7? Or is your above comment based solely on your recollections of what Darkforce said?kammedo wrote:I recall Darkforce telling that some changes to the GDSF were needed in order to make it run. I have the DSP exp, but at home. Ill see if I can get the GDSF to make it work. Any suggestions?
By the way, you do not need the DSP connector for anything we are doing here (I wasn't sure what you were referring to there either).