Super Famicom Box (Hotel Box)
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Super Famicom Box (Hotel Box)
Mark has been running my "kromtest" program (ie. replaced the KROM bios chip on the SFC-Box mainboard by the kromtest EPROM)!
21 screenshots showing the kromtest v1.0 results can be found here: (aside from the screenshots, the original test program v1.0 is also included for reference).
The cpu tests are showing invalid opcode traps, "-"=passed, "0"=trapped with UFO=0, "."=skipped/not tested. The interesting part is that the HD64180 is actually trapping all undocumented opcodes, even those that are more or less commonly used on Z80 CPUs, ie. the HD64180 doesn't support accessing IX/IY 16bit registers as 8bit fragments (IXH,IXL,IYH,IYL), doesn't support "SLL" opcode, nor useless opcode mirrors (like alternate NEG/IM/RETN/RETI/NOP mirrors).
Please ignore the "DDCBxx" test page, it's rather meaningless; I wanted to test DDCBNNxx, not DDCBxx, but I got that wrong :-)
The TEST "VBLANK" TIME test... I've no clue what the results mean. It was intended to measure timings of a bit that was assumed to be a VBLANK (or maybe VSYNC) signal, but somehow the timings don't seem to match either one...
For a 60Hz signal I would have expected 8 times bigger values (although the HD64180 waitstates and refresh cycles might slowdown the CPU, but even then the values should be around 4 times bigger as they are). And transformed to 262 total scanlines, the "duty" would be around 10 scanlines, which also doesn't match typical vblank or vsync periods.
The WATCHDOG is trapping in both cases (when leaving the watchdog bit stuck set to "1", or stuck set to "0"). Meaning that... watchdog reset should occur either on 1-to-0 or 0-to-1 transitions (or both)... or on repeated writes without transitions. That isn't quite clear yet, anyways it's confirmed that the bit is really having a watchdog function.
The 00000ABAh value gives some hint on the timeout, but it's also affected by memory waitstates and refresh cycles, so it'd be a bit difficult to convert that value to an actual "time" value counted in cycles or seconds.
OSD Tests are showing the full charset, the resolution isn't yet good enough for dumping it, but at least one can see japanese characters, special volume/tape/am/pm/no/arrow symbols, and the normal ASCII characters (which lack some chars like "@|\").
Char Sizes test reveals which bits do control horizontal and vertical zoom. Also note that, after vertical zoom, the next line is skipped, eg. after zoom in Line 3, next line is Line 5 (and Line 4 isn't displayed).
The Special Styles screen reveals a blink-feature, the abitlity to use the "unknown color" as per-character background color, and some complicated bit-combinations that do enable using the "background color" either as "outline" or as "solid" background.
The blink interval isn't visible in the screenshots (obviously), but it can be seen in the original test video http://www.youtube.com/watch?v=nDwZ62e1FdQ
Next kromtest version will include a higher resoltion font-viewer with chars drawn on a chessboard pattern. The missing DDCBNNxx opcode trap test, and verification of (un-)expected traps.
21 screenshots showing the kromtest v1.0 results can be found here: (aside from the screenshots, the original test program v1.0 is also included for reference).
The cpu tests are showing invalid opcode traps, "-"=passed, "0"=trapped with UFO=0, "."=skipped/not tested. The interesting part is that the HD64180 is actually trapping all undocumented opcodes, even those that are more or less commonly used on Z80 CPUs, ie. the HD64180 doesn't support accessing IX/IY 16bit registers as 8bit fragments (IXH,IXL,IYH,IYL), doesn't support "SLL" opcode, nor useless opcode mirrors (like alternate NEG/IM/RETN/RETI/NOP mirrors).
Please ignore the "DDCBxx" test page, it's rather meaningless; I wanted to test DDCBNNxx, not DDCBxx, but I got that wrong :-)
The TEST "VBLANK" TIME test... I've no clue what the results mean. It was intended to measure timings of a bit that was assumed to be a VBLANK (or maybe VSYNC) signal, but somehow the timings don't seem to match either one...
For a 60Hz signal I would have expected 8 times bigger values (although the HD64180 waitstates and refresh cycles might slowdown the CPU, but even then the values should be around 4 times bigger as they are). And transformed to 262 total scanlines, the "duty" would be around 10 scanlines, which also doesn't match typical vblank or vsync periods.
The WATCHDOG is trapping in both cases (when leaving the watchdog bit stuck set to "1", or stuck set to "0"). Meaning that... watchdog reset should occur either on 1-to-0 or 0-to-1 transitions (or both)... or on repeated writes without transitions. That isn't quite clear yet, anyways it's confirmed that the bit is really having a watchdog function.
The 00000ABAh value gives some hint on the timeout, but it's also affected by memory waitstates and refresh cycles, so it'd be a bit difficult to convert that value to an actual "time" value counted in cycles or seconds.
OSD Tests are showing the full charset, the resolution isn't yet good enough for dumping it, but at least one can see japanese characters, special volume/tape/am/pm/no/arrow symbols, and the normal ASCII characters (which lack some chars like "@|\").
Char Sizes test reveals which bits do control horizontal and vertical zoom. Also note that, after vertical zoom, the next line is skipped, eg. after zoom in Line 3, next line is Line 5 (and Line 4 isn't displayed).
The Special Styles screen reveals a blink-feature, the abitlity to use the "unknown color" as per-character background color, and some complicated bit-combinations that do enable using the "background color" either as "outline" or as "solid" background.
The blink interval isn't visible in the screenshots (obviously), but it can be seen in the original test video http://www.youtube.com/watch?v=nDwZ62e1FdQ
Next kromtest version will include a higher resoltion font-viewer with chars drawn on a chessboard pattern. The missing DDCBNNxx opcode trap test, and verification of (un-)expected traps.
Re: Super Famicom Box (Hotel Box)
Martin,
i forgot to mention that the controllers, only the up works (to make the menu scroll down).
Some of the other buttons work, do you want me to document of what they do or wait for the next Krom test?
mark
i forgot to mention that the controllers, only the up works (to make the menu scroll down).
Some of the other buttons work, do you want me to document of what they do or wait for the next Krom test?
mark
Re: Super Famicom Box (Hotel Box)
What up, in which menu, and what scrolling? You mean dpad up button, in the kromtest menu... moving the cursor symbol? Ah, yes, looked at the source code, and I've toggled the joypad clk bit the wrong way, thanks for pointing me on it! Here's an updated version, http://nocash.emubase.de/kromtest.zip most of it is same as in old version (you don't need to repeat all tests). Things that are new (and would be nice if you test them):
Joypad should be now working.
The five CPU TEST screens are now colorizing expected/unexpected results in green/red (if everything is working as expected then they should be all green), and the 5th cpu test screen is now testing what I had originally wanted it to do.
In OSD TESTS II, there's a new OSD FONT (ZOOMED) option, showing the character set in double size on four pages. This is intended for dumping the charset, pixel by pixel from screenshots. So a good camera resolution would be nice here (so one can see the individual pixels). If you have a PC with Video-In, that would be even better (as it should give perfectly horizontally and vertically arranged pixels/scanlines, so one could easily dump pixels from the bitmap array by software) (with camera based screenshots that'd be more difficult, as due to the camera perspective "straight" lines are appearing "curved" in screenshots).
The eight REGISTER DUMPS screens would be nice, too (you somehow skipped them in previous test). They are maybe all showing more or less the same values, but that's just the interesting part: If they are same, or if they do differ. For getting an idea about I/O mirrors and such stuff.
And in GENERAL TESTs, there is the SHOW SYSTEM inputs page. Can you check if it shows correct input states? If you do slowly turn the keyswitch from left to right, it should display
"SWITCH: 1st/2nd/3rd/4th/5th/6th (FROM LEFT)"
in exactly that order. If it shows differently ordered positions then I got something wrong.
And RESET BUTTON and TV/GAME BUTTON should display "PUSHED" when pressed, RELEASED otherwise.
For the TV/GAME button, I am not sure, is it a normal push button (shows PUSHED when/while pressed), or is it "sticky" (keeps showing PUSHed when pressed once, and RELEASED when pressed another time)?
And finally, GENERAL TESTs has two PULSE PORT xxh options, and eleven TOGGLE UNKNOWN BITS options. Which I was thinking that something might happen when running the PULSE tests, or when changing the eleven bits from 0 to 1 (or back from 1 to 0).
Ie. watch out (and listen) if something happens. Like a beep sound appearing (if you have speakers connected), a relay rattling, a LED starting to blink, the screen getting black, or the like. Can't promise that anything like that will happen, but maybe you'll notice some interesting effects.
Joypad should be now working.
The five CPU TEST screens are now colorizing expected/unexpected results in green/red (if everything is working as expected then they should be all green), and the 5th cpu test screen is now testing what I had originally wanted it to do.
In OSD TESTS II, there's a new OSD FONT (ZOOMED) option, showing the character set in double size on four pages. This is intended for dumping the charset, pixel by pixel from screenshots. So a good camera resolution would be nice here (so one can see the individual pixels). If you have a PC with Video-In, that would be even better (as it should give perfectly horizontally and vertically arranged pixels/scanlines, so one could easily dump pixels from the bitmap array by software) (with camera based screenshots that'd be more difficult, as due to the camera perspective "straight" lines are appearing "curved" in screenshots).
The eight REGISTER DUMPS screens would be nice, too (you somehow skipped them in previous test). They are maybe all showing more or less the same values, but that's just the interesting part: If they are same, or if they do differ. For getting an idea about I/O mirrors and such stuff.
And in GENERAL TESTs, there is the SHOW SYSTEM inputs page. Can you check if it shows correct input states? If you do slowly turn the keyswitch from left to right, it should display
"SWITCH: 1st/2nd/3rd/4th/5th/6th (FROM LEFT)"
in exactly that order. If it shows differently ordered positions then I got something wrong.
And RESET BUTTON and TV/GAME BUTTON should display "PUSHED" when pressed, RELEASED otherwise.
For the TV/GAME button, I am not sure, is it a normal push button (shows PUSHED when/while pressed), or is it "sticky" (keeps showing PUSHed when pressed once, and RELEASED when pressed another time)?
And finally, GENERAL TESTs has two PULSE PORT xxh options, and eleven TOGGLE UNKNOWN BITS options. Which I was thinking that something might happen when running the PULSE tests, or when changing the eleven bits from 0 to 1 (or back from 1 to 0).
Ie. watch out (and listen) if something happens. Like a beep sound appearing (if you have speakers connected), a relay rattling, a LED starting to blink, the screen getting black, or the like. Can't promise that anything like that will happen, but maybe you'll notice some interesting effects.
Re: Super Famicom Box (Hotel Box)
nocash wrote:What up, in which menu, and what scrolling? You mean dpad up button, in the kromtest menu... moving the cursor symbol? Ah, yes, looked at the source code, and I've toggled the joypad clk bit the wrong way, thanks for pointing me on it! Here's an updated version, http://nocash.emubase.de/kromtest.zip most of it is same as in old version (you don't need to repeat all tests). Things that are new (and would be nice if you test them):
Joypad should be now working.
The five CPU TEST screens are now colorizing expected/unexpected results in green/red (if everything is working as expected then they should be all green), and the 5th cpu test screen is now testing what I had originally wanted it to do.
In OSD TESTS II, there's a new OSD FONT (ZOOMED) option, showing the character set in double size on four pages. This is intended for dumping the charset, pixel by pixel from screenshots. So a good camera resolution would be nice here (so one can see the individual pixels). If you have a PC with Video-In, that would be even better (as it should give perfectly horizontally and vertically arranged pixels/scanlines, so one could easily dump pixels from the bitmap array by software) (with camera based screenshots that'd be more difficult, as due to the camera perspective "straight" lines are appearing "curved" in screenshots).
The eight REGISTER DUMPS screens would be nice, too (you somehow skipped them in previous test). They are maybe all showing more or less the same values, but that's just the interesting part: If they are same, or if they do differ. For getting an idea about I/O mirrors and such stuff.
And in GENERAL TESTs, there is the SHOW SYSTEM inputs page. Can you check if it shows correct input states? If you do slowly turn the keyswitch from left to right, it should display
"SWITCH: 1st/2nd/3rd/4th/5th/6th (FROM LEFT)"
in exactly that order. If it shows differently ordered positions then I got something wrong.
And RESET BUTTON and TV/GAME BUTTON should display "PUSHED" when pressed, RELEASED otherwise.
For the TV/GAME button, I am not sure, is it a normal push button (shows PUSHED when/while pressed), or is it "sticky" (keeps showing PUSHed when pressed once, and RELEASED when pressed another time)?
And finally, GENERAL TESTs has two PULSE PORT xxh options, and eleven TOGGLE UNKNOWN BITS options. Which I was thinking that something might happen when running the PULSE tests, or when changing the eleven bits from 0 to 1 (or back from 1 to 0).
Ie. watch out (and listen) if something happens. Like a beep sound appearing (if you have speakers connected), a relay rattling, a LED starting to blink, the screen getting black, or the like. Can't promise that anything like that will happen, but maybe you'll notice some interesting effects.
I'll try to get to these tests soon. Sorry, but I don't have a pc video capture card.
Mark
Re: Super Famicom Box (Hotel Box)
Here comes the SFC-Box OSD charset.
Mark has got hold of a video grabber which gives pretty much perfect screenshots of the charset: Here's the same picture with a red pixel grid: For extracting the "raw" pixels, I've been writing a tool that computes the average pixel color (within the above grid). If it's a clearly black or clearly white pixel then it's takes as is. If it's an unclear "gray" pixel, then the tool is examining the left and right pixels, and adjusts the intensity of the middle pixel to the opposite of the intensity of those left/right pixels, and does then retry to identify the adjusted pixel. The result looks like so:
Mark has got hold of a video grabber which gives pretty much perfect screenshots of the charset: Here's the same picture with a red pixel grid: For extracting the "raw" pixels, I've been writing a tool that computes the average pixel color (within the above grid). If it's a clearly black or clearly white pixel then it's takes as is. If it's an unclear "gray" pixel, then the tool is examining the left and right pixels, and adjusts the intensity of the middle pixel to the opposite of the intensity of those left/right pixels, and does then retry to identify the adjusted pixel. The result looks like so:
Re: Super Famicom Box (Hotel Box)
The final font bitmap (with the chessboard pattern and duplicated chars removed):
And finally, the plain font as binary file: containing the MB90082.BIN file for use in no$sns BIOS folder (works with the currently released no$sns version) (ie. no$sns v1.4 was ready to support the font once when it gets dumped) (though the emulator's font resizing doesn't look too well, maybe I'll add some cosmetic fixes on that part in next no$sns versions).
In case somebody should be interested, here's the conversion tool with source code: (it does require the above "MB90082_screenshot.png" file saved as 24bpp 5,005,966-byte bitmap named "MB90082_original_screenshot.bmp" as input file).And finally, the plain font as binary file: containing the MB90082.BIN file for use in no$sns BIOS folder (works with the currently released no$sns version) (ie. no$sns v1.4 was ready to support the font once when it gets dumped) (though the emulator's font resizing doesn't look too well, maybe I'll add some cosmetic fixes on that part in next no$sns versions).
Re: Super Famicom Box (Hotel Box)
I've got a bunch of PMs from gorgyrip about a newer KROM version (the Z80 BIOS). The chip is bigger (128Kbytes), and it seems to include more payment options, and it's mounted on a different daughterboard version (with more (optional) components).
Here are the component lists for the older and newer daughterboard versions...
SFC-Box KROM Daughterboard "PU 0871-101" (for older KROM version):
SFC-Box KROM Daughterboard "PU2 0871-106" (for newer KROM version):
And PCB photos for the newer version...
Here are the component lists for the older and newer daughterboard versions...
SFC-Box KROM Daughterboard "PU 0871-101" (for older KROM version):
Code: Select all
IC1 28pin DIP 27C512 (EPROM 64Kx8) "KROM 1" (28pin and 32pin are possible)
IC2 28pin SMD SRM20257 (SRAM 32Kx8) ;Work-RAM for HD64180, battery-backed
IC3 16pin SMD 74HC139 ;demux
IC4 20pin SMD 74HC273D (Philips) ;8bit latch
IC5 20pin SMD 74LS541 ;8bit buffer/driver
IC6 16pin SMD MB3790 (Fujitsu battery controller)
IC7 14pin SMD S-3520CF (Seiko RTC, Real Time Clock, battery-backed)
IC8 14pin SMD 74xx04 ;hex inverters
IC9 14pin SMD 74xx32 ;quad OR gates
X1 2pin Oscillator (for RTC) ("S441") (probably 32kHz or so)
TC1 Osc-Adjust (for RTC)
BAT 2pin Battery (for IC7/RTC and IC2/SRAM)
RY1 10pin Not installed (relay?)
TR1 3pin Not installed (transistor?)
TM1 8pin Not installed (massive connector, maybe FamicomBox-style CATV?)
CN1 44pin DIP Female Connector 2x22pin (to Mainboard)
Code: Select all
IC1 32pin DIP M27C1001 (ERPOM 128Kx8) "KROM 2.00"
IC2 28pin SMD SRM20257 (SRAM 32Kx8) ;Work-RAM for HD64180, battery-backed
IC3 16pin SMD 74HC139A (M) ;demux
IC4 20pin SMD 74HC273D (Philips) ;8bit latch
IC5 20pin SMD 74HC541D (Philips) ;8bit buffer/driver
IC6 16pin SMD MB3790 (Fujitsu battery controller)
IC7 14pin SMD S3520CF2 (Seiko RTC, Real Time Clock, battery-backed)
IC8 14pin SMD 74HC14A (M) ;hex inverters, schmitt-trigger inputs
IC9 14pin SMD 74HC32A (M) ;quad OR gates
IC10 28pin SMD 8251A (serial uart) (not installed)
IC11 20pin DIP ADM233L (rs232 interface, alike MAX232) (not installed)
IC12 16pin SMD SN75ALS1177 (2x differential driver/receiver) (not installed)
IC17 20pin DIP GAL16V8B (with custom marking "PU-STD-1)
IC18 14pin SMD 74HC393 (dual 4bit counter) (not installed)
IC19 5pin SMD TC4S71 (single OR gate) (PCB back side) (not installed)
X1 2pin Oscillator (for RTC) ("KDS5E") (probably 32kHz or so)
X2 3pin Oscillator (for 8251A?) (not installed)
TC1 Osc-Adjust (for RTC) (not installed)
BAT 2pin Battery Cxxxxx32 (for IC7/RTC and IC2/SRAM)
xx? 10pin? Relay? OMROM G5AK-234P
RY6 10pin Relay? (not installed)
TR10 3pin SMD transistor? (for relay?)
TR11 3pin SMD transistor? (not installed)
PI1 4pin NEC 2501 ;opto coupler
PI2 4pin NEC 2501 ;opto coupler
PI3 4pin NEC 2501 ;opto coupler
PI4 4pin NEC 2501 ;opto coupler
TM1 9pin Massive connector (maybe FamicomBox-style CATV?)
CN1 44pin DIP Female Connector 2x22pin (to Mainboard)
CN2 6pin DIP whatever, maybe serial uart? (same as TM1?) (not installed)
SP1..SP6 3x6pin
SP7..SP11 3x5pin
SP12..SP15 2x4pin
SP16(1..8) 2x8pin
Last edited by nocash on Sat Feb 06, 2021 8:44 am, edited 3 times in total.
Re: Super Famicom Box (Hotel Box)
Also SFC-Box related, there has been this thread a while ago: http://forums.nesdev.com/viewtopic.php?f=12&t=21511 (originally with GUI questions, and ending up with GAL dumps for SFC-Box game cartridges, that GAL dumps aren't disassembled yet though, and the GAL pinout/wiring is still unknown).
Re: Super Famicom Box (Hotel Box)
Some stuff from the PMs (about the old KROM1 version and mainboard pinouts)...
RY1 might be a relay.
And TM1 might resemble the CATV thing in FamicomBox (whatever that CATV thing is doing there).
RF OUT does forward ANT IN, with the SNES+OSD picture injected on a spare channel, just like VCRs do?
AV OUT does merely output the SNES+OSD picture (unless the GUI should happen to somehow support TV channel selection)?
Is there some signal to force the TV using the AV input, like on 21pin SCART connectors?
What is the relay on the mainboard doing close to the TV/AV section?
Okay, that makes the options screens a bit less bewildering.gorgyrip wrote:Sat Jan 30, 2021 12:34 pm You can find the translation for the menu here (krom1):
http://www.famicom.ch/home/super-famicom-box
I've only seen the PCB front side... are those components wired to the huge 8pin TM1 conncector?gorgyrip wrote:Sat Jan 30, 2021 12:34 pm I'm sure you've noticed that the krom pcb has some missing components.
RY1 might be a relay.
And TM1 might resemble the CATV thing in FamicomBox (whatever that CATV thing is doing there).
Good to know. KROM1 contains some unused code for recording demo joypad data via ASCI Channel 0. So it might be just that, used on "dev boards" only. Or "hotel boards" might use it for something else (the KROM1 version doesn't seem to do so though).gorgyrip wrote:Sat Jan 30, 2021 12:34 pm I made the pinout of CN8 in front of the console:
1 - vcc
2 - TXA0 (HD64180RF6X_pin48)
3 - RXA0 (HD64180RF6X_pin49)
4 - RTS0 (HD64180RF6X_pin45)
5 - CTS0 (HD64180RF6X_pin46)
6 - gnd
Okay. I am not sure how the TV and AV stuff works.gorgyrip wrote:Sat Jan 30, 2021 12:34 pm About krom2.
2 new options available:
2-3-5. Something like video off. This is weird and not useful. What is does, it sets the tv connection at 2-3-1 to av and console mode at 2-3-1to TV. I don't know the point of that.
2-4-3. I think it mean clear coins an time after X hours. Either it's not that or it's not working.
Back to 2-2 (payment) option 3. The krom2 has some more text about that located at 0xc8ba (but you still cannot activate it). Google translates 2 of them as serial and parallel.
RF OUT does forward ANT IN, with the SNES+OSD picture injected on a spare channel, just like VCRs do?
AV OUT does merely output the SNES+OSD picture (unless the GUI should happen to somehow support TV channel selection)?
Is there some signal to force the TV using the AV input, like on 21pin SCART connectors?
What is the relay on the mainboard doing close to the TV/AV section?
Good to know, too.gorgyrip wrote:Sat Jan 30, 2021 12:34 pm SP1
1- ic31_pin8
2- RESET (HD64180RF6X_pin80)
3- 10uf--gnd
The console works with the jumper in any one of the 2 positions
SP2
1- MB90082_pin21
2- gnd
if bridged, the osd text will wobble a little.
SP3
the side with 3-15 is connected only to some test points, nothing else
the side with 1-3 is connected with the middle pins. they go to the snes cpu. And to somewhere else. Maybe there was a device that sat between snes cpu and z80 for testing?
PS: At 1. in krom1 it showed how many times a game has been played. In krom2 it shows how many minutes a game has been played.
And i think krom2 is more stable. in krom at 5. when you add yen credits, sometime the menu will lag, in krom2 it behaves better.
Re: Super Famicom Box (Hotel Box)
Some of the payment options cannot be enabled unless when tweaking the KROM to do so...
I don't know where A comes from... it might be some jumper or cable detection, or another SRAM setting that needs to be set to some specific value before trying to activate the payment mode. Or maybe there are yet more different KROM versions (eg. depending on whether the KROM board has the relay installed or not).
The payment options are:
Whereof, the Central Administration mode seems to have three sub-options, which seem to translate to:
I don't know how those options are numbered, and if all three options exist in the older KROM1 version (which doesn't have 8251A uart on the old KROM board) (though the older boards could have theoretically used one of the various other serial ports on the SFC-Box mainboard).
The Coin-operated mode seems to require a separate coin box: http://www.famicom.ch/home/coin-box though it seems to be unknown how to connect that thing to SFC-Box... maybe it's simply plugged to unknown 3pin CN3 connector on the SFC-Box mainboard?
That seems to be patching a CMP A,02h opcode, changed to CMP A,07h. Whereas, A seems to something in range 00h..03h (so 07h just means to force the comparision result to be always not equal).gorgyrip wrote:Sat Jan 30, 2021 3:23 pm In krom 2, replace at offset d508 with 07 and now you can activate option 3 in payment. Now there are some more menus. Go back to attract mode and start the game. the atrom will display a new menu with 2 more options.
I also forced krom1 to activate option 3 in payment (offset 9149 replace 02 with 07).
I don't know where A comes from... it might be some jumper or cable detection, or another SRAM setting that needs to be set to some specific value before trying to activate the payment mode. Or maybe there are yet more different KROM versions (eg. depending on whether the KROM board has the relay installed or not).
The payment options are:
Code: Select all
2-2. Set Payment Options:
1 With Key
2 Freeplay
3 Central Administration
4 Coin Operated (Set Playtime 1-99, 0 ))
Code: Select all
- Serial
- Parallel
- Refrigerator or Laundry (?)
The Coin-operated mode seems to require a separate coin box: http://www.famicom.ch/home/coin-box though it seems to be unknown how to connect that thing to SFC-Box... maybe it's simply plugged to unknown 3pin CN3 connector on the SFC-Box mainboard?
Re: Super Famicom Box (Hotel Box)
The coin box connects to the 3 pin connector. If you simply connect the middle pin to ground, you'll get a coin inserted.
About The CMP, if you replace 02 with 01 or 00 (can't remember) you won't be able to access KEY after using Central Administration.
If you access central administration, the menu will be 2-2-3 and you will have this:
1. connection. i think refrigerator means using the cable used fro mini fridge/mini bars used in hotels: https://www.youtube.com/watch?v=sU7Ltxw9pSg
2. settings. not really sure but: at what time to show the remaining time, time to play and how many times you can play/continue (0-255)
They messed up the numbering. If you access the settings, it should be 2-2-3-2, but it's 2-2-3-1.
I've just noticed that TM1 has 9 pins on the pcb with krom2.00SH. The old board has 8 pins. Maybe there was a plain krom2.00 for the old board?
About The CMP, if you replace 02 with 01 or 00 (can't remember) you won't be able to access KEY after using Central Administration.
If you access central administration, the menu will be 2-2-3 and you will have this:
1. connection. i think refrigerator means using the cable used fro mini fridge/mini bars used in hotels: https://www.youtube.com/watch?v=sU7Ltxw9pSg
2. settings. not really sure but: at what time to show the remaining time, time to play and how many times you can play/continue (0-255)
They messed up the numbering. If you access the settings, it should be 2-2-3-2, but it's 2-2-3-1.
I've just noticed that TM1 has 9 pins on the pcb with krom2.00SH. The old board has 8 pins. Maybe there was a plain krom2.00 for the old board?
Re: Super Famicom Box (Hotel Box)
About the PM'ed schematics (which I hope you'll publish them here):
GROM_ and KROM_D0..D7 and _A0..Axx are almost certainly the Z80 data and address bus, so Z80_D0 would be a better name (except for some of the chip selects and some of bank-switched higher address lines).
A19_HIROM and up are SNES_A19 and up. For A22_LOROM, that would be SNES_A23 (since LoROM has A15 skipped).
The meaning of the data bits for the various ports is more or less well described in fullsnes.htm and it might be useful to adopt that descriptions as short signal names. From what I can see, the ports should be...
Port [A0h].W = IC4 on KROM board
Port [A0h].R = IC5 on KROM board
Port [C0h].W = IC2 on GROM board
Port [C1h].W = IC4 on GROM board (guessed)
GROM_ and KROM_D0..D7 and _A0..Axx are almost certainly the Z80 data and address bus, so Z80_D0 would be a better name (except for some of the chip selects and some of bank-switched higher address lines).
A19_HIROM and up are SNES_A19 and up. For A22_LOROM, that would be SNES_A23 (since LoROM has A15 skipped).
The meaning of the data bits for the various ports is more or less well described in fullsnes.htm and it might be useful to adopt that descriptions as short signal names. From what I can see, the ports should be...
Port [A0h].W = IC4 on KROM board
Port [A0h].R = IC5 on KROM board
Port [C0h].W = IC2 on GROM board
Port [C1h].W = IC4 on GROM board (guessed)
Re: Super Famicom Box (Hotel Box)
Hi Nocash,
I'm new to this forum, I registered because I saw that you were discussing the Krom v2 board amongst other things. That pcb and the photographs are mine, I also dumped that rom. If there's anything else you need from that particular pcb or any of the carts let me know. I have access to all the cartridges and 3 units of the SFC hotel box.
Frans
I'm new to this forum, I registered because I saw that you were discussing the Krom v2 board amongst other things. That pcb and the photographs are mine, I also dumped that rom. If there's anything else you need from that particular pcb or any of the carts let me know. I have access to all the cartridges and 3 units of the SFC hotel box.
Frans
Re: Super Famicom Box (Hotel Box)
He hasn't been active since 2021, so probably won't see your post here.
Re: Super Famicom Box (Hotel Box)
After the outage that began in July 2021, this forum was moved to new hosting. The new hosting provider was configured to require at least TLS 1.2, which is compatible with web browsers for operating systems that receive security updates and not compatible with web browsers for the Windows 98 operating system that nocash's PC is believed to run.