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General Discussion / Re: Problem with Super Mario All Stars
« Last post by skaman on 20/Jul/2017 03:24:03 AM »
Did you override the autodetect?

In the config file, use "[forceSystem] snes".

Good luck!
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General Discussion / Re: Problem with Super Mario All Stars
« Last post by Sfm15 on 20/Jul/2017 12:52:03 AM »
I actually opened the cartridge so incould get to every pin and it works perfectly fine in the console.
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by ssokolow on 19/Jul/2017 08:36:07 PM »
No worries.  There's no modifications needed on the Retrode.  I'm using the adapter on a Dragonbox Retrode with only the center 46 pin connector.  I sent a prototype adapter to one of the beta testers and hope to confirm compatibility with the other Retrode hardware versions.

...

Thanks. That's a huge relief for me.

If these go into production, I'll definitely be getting one. If not, I'll find the cheapest possible way to hack one together that I feel I can trust and then hope they do go into production eventually so I can buy a proper one.

(I'd glady offer to beta-test if I had the means, but all of my childhood SNES stuff except a Spindizzy Worlds manual and Super Mario RPG strategy guide got thrown out after a basement flood and I've been putting off buying any carts which I can't dump and verify before the "not as described" return period is over.)
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General Discussion / Re: Problem with Super Mario All Stars
« Last post by Aleron Ives on 19/Jul/2017 06:58:10 PM »
It's possible that you missed one pin when you were trying to clean the cartridge. That's all it takes to mess up the dump. The most likely culprits would be the farthest pins on each edge of the cartridge, since you can't rub a cotton swab across them, due to the edge of the shell getting in the way. I was able to fix a similar problem by rubbing up and down on the edge pins, instead. If that doesn't work, you may want to try the cart on real hardware to make sure it still works.
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by skaman on 19/Jul/2017 08:02:46 AM »
I've sent you a PM with the link to the current BETA.  Anyone that is interested in BETA testing should send me a PM.

The current BETA firmware has been tested on both Retrode versions 1 and 2.  All of the features that I set out to implement have been added to the firmware.  The last few BETA versions were strictly bugfixes.  I haven't made any changes to the firmware for a couple of weeks.

I debated releasing the current BETA but I held off while I explored the SA-1 SRAM writes.  Another minor reason that I held off on releasing the firmware is that I recently acquired a JRA PAT cart with its unique Flash save mapping.  I should be receiving some of the other JRA PAT variants along with a SPAT4 cart so I'm contemplating adding support to read the flash data.  I'm not sure if it's worth the effort as the JRA PAT carts are pretty useless.
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by Sfm15 on 19/Jul/2017 12:19:45 AM »
How do I sign up to be a beta tester?
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General Discussion / Problem with Super Mario All Stars
« Last post by Sfm15 on 19/Jul/2017 12:14:02 AM »
I am having a problem with Super Mario All Stars for SNES.  I have put it in and tried to clean the terminals but it comes up as 2600Cartridge.a26.  I have tried playing with the configuration file to make it sense the cartridge as an SNES game but it hasn't worked.  What can I do?
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by skaman on 17/Jul/2017 07:16:54 PM »
No worries.  There's no modifications needed on the Retrode.  I'm using the adapter on a Dragonbox Retrode with only the center 46 pin connector.  I sent a prototype adapter to one of the beta testers and hope to confirm compatibility with the other Retrode hardware versions.

The Enhanced Cart Adapter PCB could be modified to remove the extra pins on the lower half.  I left the full length connector on the bottom because the cart adapter can also be used with the Arduino based cart reader and potentially other devices.  Most of my code development was done on the Arduino based cart reader.

For the extra pins, there's only 2 pins that we need to connect:  Pin 1 Master CLK and Pin 33 REFRESH.  Master CLK is connected to the 21.47727MHz clock (or substitute 20MHz).  REFRESH is connected to GND to enable proper SA-1 reads.

One other extra pin is notable, Pin 2 EXPAND is used for the BS-X cart.  The cart adapter doesn't do anything with Pin 2 since I had no way to control it.  Without Pin 2 we don't have proper Memory Pak control using the BS-X cart but the beta firmware works around this to allow Memory Pak reading on the BS-X cart.  The lack of EXPAND would only be significant if I decided to add the Memory Pak write code to the firmware.
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by ssokolow on 17/Jul/2017 01:13:58 AM »
I just realized a potential problem after looking at those photos.

My Retrode is from a batch manufactured based on the principle of "We've given up on supporting the SA-1, so we'll cut costs and only populate a connector for the central span of pins" and it doesn't have the two wings populated.

I'd been assuming that, given how long it's been since the original batches with the full connector ran out, you'd be ensuring that everything could be done without the wings. However, seeing them passed through on that photo, when I don't remember the adapter being compatible with anything but the Retrode, makes me worried.

Do those pins have to be connected for a successful dump or is passing them through just playing it safe? Can an SA-1 be coaxed into allowing ROM access with those pins left floating as long as there's a successful CIC sync?

If they have to be connected, I don't know what I'll wind up doing. I really don't trust myself to take a soldering iron to something I paid so much money for. (I've only ever soldered one device... a $3 PS2-USB adapter where one of the USB lines broke free of the PCB's solder pads.)
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General Discussion / Re: SNES Enhanced Cart Support (BETA)
« Last post by skaman on 11/Jul/2017 07:41:12 PM »
Thanks for the tips.  I'm sure there's a lot of room for improvement in the layout.  I'm a novice at this stuff so I tried to keep things simple for me to build.  I gave no consideration to what it would take to put the adapter into production (it never even crossed my mind!).

Assembling the cart connector is a hassle.  The Aliexpress connector has a slot on the bottom that allows the PCB to sit in.   Unfortunately, the pins are too long so each one has to be trimmed and then bent to mate to the board.  I have a few samples of the MoreThanAll full length connector but I haven't built any adapters with them.  The MoreThanAll connector lacks the slot on the bottom so it butts against the PCB.  The pins are shorter and don't need to be trimmed.

The casing for the adapter could be the biggest obstacle to production.  I was initially going to use a cutdown aftermarket universal case but when I shortened the PCB in this latest version, I made it too short and omitted a notch needed to secure the PCB in the universal shell.  I ended up going through some of my spare cases and the Super Gameboy cases work with slight modifications.  The current PCB outline isn't a perfect match for the Super Gameboy shell as it needs a notch on the left and should have a small extension on the right.  A little filing makes things fit.  An original enhanced cart shell should work with the current board but I didn't have any spare ones to cut up.

I'm hoping that a version of the adapter can be developed and put into production.  At least, I've confirmed that this latest version works properly.

BTW, there might be a future revision to the circuit.  I'm still working to come up with a solution for the SA-1 SRAM writes.  The CPU CLK needs to be active to set the SA-1 registers to write the SRAM(BW-RAM).  The problem is that the CPU CLK can't be on all the time as it messes up the reads.  I think the CIC CLK will work as a substitute for the proper CPU CLK so we won't need another clock source.  I'm trying to think of a way to control the CPU clock using some gates and a switch.  Not sure if it is possible but I'm working on it.
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