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Messages - skaman

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General Discussion / Re: Virtual Boy SRAM Support
« on: Today at 07:44:40 AM »
I might change the SRAM pinout that was posted as I was asked to support Hyper Fighting.  In order to read out Hyper Fighting, I need to free up pins on the Retrode to connect the uppermost address pins on the VB.  Right now, the uppermost address pins on the Sega slot are used to control the VB SRAM.  I didn't want to use them for addressing as the Retrode uses those pins for configuring other cart types.

I'll have to do more testing to find the best pin configuration.

General Discussion / Re: SEGA SMS/GG Firmware (FW v0.24)
« on: 14/Mar/2018 09:31:04 AM »
Happy Pi Day!

The v0.24 Final firmware is now released.

See the first post for the details.

It should be possible.  I'll look into it.

I fixed the code.  No more corrupt bytes in the SRAM.

If you previously read any MD carts with large SRAM (16KB or bigger), then the bytes at 0x30F0/0x30F1 were likely corrupted.  They will have changed to 0 or 1.  This occurred even with the SRAM set to Read Only in the Config file.

I'll be adding the code into the v0.24 SMS/GG firmware release.  A BETA firmware will go out to the test group this weekend.

I received the cart and dumped it with the Retrode and another dumper.   The save files differ by a single byte.  The Retrode save does not work properly in KEGA Fusion or Mednafen.  The other dumper produces an 8KB save that after expansion to 16KB works properly in both emulators.

The problem is a single byte at 0x30F1.  This is related to the Retrode's bank switch code for Phantasy Star IV.  The code will set the byte to 1.  I accidently stumbled across this problem while working on saves for other consoles.

I would definitely not attempt to read any save that includes data in the 3rd slot until the code is fixed.

I'll look for a solution.

General Discussion / Re: PC Engine/Turbografx plug in?
« on: 21/Feb/2018 07:59:56 AM »
Here's the working PCE/TG16 Plugin:

The shell was only a test with a leftover cutdown aftermarket front shell to make sure the PCB fit inside and cleared the internal standoff.  I'll have to find a donor SNES shell and cut a proper shell for the plugin.

I ordered a copy of the game and I'll investigate once it arrives.

General Discussion / Virtual Boy SRAM Support
« on: 19/Feb/2018 10:14:29 PM »
I've been working on a modified Virtual Boy Plugin with SRAM save support.  I'll be releasing a BETA firmware (v0.25) that adds save support.

Here's the modified pinout with the SRAM pins connected:
Code: [Select]
Sega Edge       Signal          VB Edge
A1              gnd             1, 2
A2              +5v             54
A3              a8              15
A4              a11             22
A5              a7              17
A6              a12             24
A7              a6              19
A8              a13             26
A9              a5              21
A10             a14             28
A11             a4              23
A12             a15             30
A13             a3              25
A14             a16             32
A15             a2              27
A16             a17             34
A17             a1              29
A18             gnd             33
A19             d7              38
A20             d0              39
A21             d8              37
A22             d6              42
A23             d1              43
A24             d9              41
A25             d5              46
A26             d2              47
A27             d10             45
A28             d4              50
A29             d3              51
A30             d11             49
A31             +5v             36, 53
A32             gnd             59, 60
B1              N/A             -
B2              N/A             -
B3              N/A             -
B4              a9              18
B5              a10             20
B6              a18             13
B7              a19             11
B8              a20             16
B9     CS2 (SRAM), /CE (ROM)    7, 31
B10      /CS1 (SRAM Enable)     6
B11   /WE0 (SRAM Write Enable)  3
B12             N/A             -
B13             N/A             -
B14             N/A             -
B15             N/A             -
B16\     /OE (Output Enable)    35
B17/     /OE (Output Enable)    35
B18             N/A             -
B19             N/A             -
B20             N/A             -
B21             N/A             -
B22             d15             40
B23             d14             44
B24             d13             48
B25             d12             52
B26             N/A             -
B27             N/A             -
B28     /LDSW (not used)        -
B29     /UDSW (not used)        -
B30             N/A             -
B31             N/A             -
B32     /CART_IN (not used)     -

Here are pics of the Plugin PCB:

The section with the holes at the top of the PCB breaks off and is used to help align the pins for assembly.  I use pins from 1.27mm male right angle pin headers (2 row) and hand assemble them.

General Discussion / Re: SEGA SMS/GG Firmware (BETA)
« on: 15/Feb/2018 10:10:18 PM »
I found the bug in my GG EEPROM write code.  GG EEPROM is now fully working.  The problem wasn't a timing issue.  My logic analyzer adapter board was somehow masking that I was missing some code.

I'll run additional tests on the firmware then release it to the BETA testers.

General Discussion / Re: SEGA SMS/GG Firmware (BETA)
« on: 14/Feb/2018 01:41:26 AM »
Update:  The SMS/GG firmware is still in BETA while I finalize the GG EEPROM support.

I've got the GG EEPROM read code working and the write code partially works.  The write code only works when the cart is connected through my logic analyzer adapter board.  The long traces on the logic analyzer adapter must be affecting the timing of the signals to the EEPROM.  At least I know that the structure of my code is correct.

I'll continue to run tests in search of the proper timing needed for the write code.  Once the EEPROM code is fully working then I'll release the firmware for BETA testing followed by public release.

Support / Re: Cannot grab sram from Game Boy Camera
« on: 29/Jan/2018 04:52:03 AM »
Yes, Gameboy Camera was tricky and handled different from normal carts.

From my notes on my Arduino GB reader:
WR, RD, CS must be low to get valid header
Hold CS low for read/write operations

There's probably more.  I wrote and tested the code a few years ago so my memory of it is pretty vague.  At the time, I wrote support for all of the mapper chips and also the Camera, Gameshark, Mega Memory, Nintendo Power carts, and all of the BUNG carts.

There were a couple of items that I never finished which were the MBC7 and TAMA5 saves.  One good thing with working on the Retrode code, I should be able to use the GG 93C46 EEPROM code as a framework to get the MBC7 93C56 EEPROM working on the standalone reader.

Support / Re: Cannot grab sram from Game Boy Camera
« on: 28/Jan/2018 09:36:49 PM »
I haven't touched any of the Gameboy code so there won't be any improvements in the latest firmware.

I built a standalone Gameboy reader with support for all of the carts awhile back.  I'll look into porting the relevant code to the Retrode later.  I still need to finish up the SMS/GG firmware and release the VBOY SRAM firmware.

That's an interesting finding.

Are the two files using different extensions?  It might be a difference between ".SFC" and ".BS".

If the file uses ".BS", then you generally have to load the BSX BIOS first.  It depends on the emulator.  The emulator authors are getting better at incorporating Satellaview support.

As a general notice to anyone reading these Satellaview posts, PLEASE DUMP YOUR MEMORY PAKS BEFORE USING THEM.  Even if the Memory Pak shows as empty when using the BSX cart, there is a possibility that recoverable data still exists on the pak.  Satellaview ROMs have a "Limited Starts" byte that can control the number of times a ROM can be used.  After hitting the limited starts number, the data simply does not show up in the BSX menu.

If anyone dumps anything interesting off their memory pak or are unsure of what exists in their dump, then please let me know.  I've been working with KiddoCabbusses and LuigiBlood on Satellaview data preservation.

Good Luck!

General Discussion / Re: PC Engine/Turbografx plug in?
« on: 18/Jan/2018 07:17:49 PM »
Tested my prototype further and realized that there is an error in the published pinout.

The uppermost address lines (A19 and A18) are swapped.

SNES Pin 43 (BA2) connect to TG Pin 33 (A18)
SNES Pin 44 (BA3) connect to TG Pin 3 (A19)

I'll revise my schematic and board layout.

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