New Powerpak mappers

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New Powerpak mappers
by on (#25334)
Here's mapper 33 (no IRQ support yet). Took me hours to debug!

http://www.mediafire.com/?f5p0jhw2mm1

by on (#25397)
Anyone have ideas about mapper 33's scanline counter? I've having a very hard time with it. Right now I'm just clocking the counter every 8th A12 transition and the status bars in games are very shaky and always start too early, sometimes the tiles alternate between frames and often the status bars crawl up and down the screen as the screen scrolls. I know there's more to scanline counting than A12 but what? Artoh's MMC3 has some strange Phi2 thing he's come up with, surely that's not how the actual MMC3 does it? What other mappers have scanline counters?

I don't think I'll have any problems with any Phi2 counting mappers so I'll work on Konami ones next, they shouldn't take very long at all.

Also anyone feel free to post mappers to this thread :)

by on (#25401)
kyuusaku wrote:
Also anyone feel free to post mappers to this thread :)


Sure, guilt everybody into it, why don't ya?

by on (#25414)
Jagasian wrote:
Sure, guilt everybody into it, why don't ya?

Why not? :D I've spent many hours now on them. I wouldn't mind sharing schematics and coming up with free replacements for bunnyboy's mappers too if there was some reciprocation and help :wink: The only reason why I wouldn't post immediately all the schematics is for fear of Powerpak clones and questionable Flashcard companies who use homebrew scene's work for profit.

by on (#25415)
kyuusaku wrote:
The only reason why I wouldn't post immediately all the schematics is for fear of Powerpak clones and questionable Flashcard companies who use homebrew scene's work for profit.

Is it that you need help drafting an appropriate copyleft style license that would protect the interests of the homebrew scene? Or is it that they are out of jurisdiction for you to sue them to enforce the license?

by on (#25416)
They don’t particularly need the schematics and such to copy bunnyboy’s device if I had the money I am pretty sure even I could do it (not that I would). Copy the board/components dump the boot ROM then use the rest of the stuff as is, it should take about one afternoon to get everything ready to be sent out for reproduction. The bulk of the work being copying the board witch could be sped up a bit if you have a high rez digital camera to make it easyer to follow marking off sections witch are done.....

The only thing that would be good for is improving it and cloners don’t often bother to do that (although even then not 100% necessary it would just be more work without it)

Or is there more to it than I realize?

Anyway I don’t think they would since they can make more money selling cheap to produce current system modchip clones for a huge markup, witch there is also a much larger market for. So NES development is relatively safe from shady profiteers

Anyway2 good luck to all those working on things for this project I apprecate all your hard work.

by on (#25419)
tepples wrote:
kyuusaku wrote:
The only reason why I wouldn't post immediately all the schematics is for fear of Powerpak clones and questionable Flashcard companies who use homebrew scene's work for profit.

Is it that you need help drafting an appropriate copyleft style license that would protect the interests of the homebrew scene? Or is it that they are out of jurisdiction for you to sue them to enforce the license?

Is there a way to enforce a license on schematics which once synthesized aren't disassemblable? I'm definitely not in a position to take legal action against anyone for anything. I just think it would just be sad for someone popup with a clone putting to use other people's free works.

peppers wrote:
They don’t particularly need the schematics and such to copy bunnyboy’s device if I had the money I am pretty sure even I could do it (not that I would). Copy the board/components dump the boot ROM then use the rest of the stuff as is, it should take about one afternoon to get everything ready to be sent out for reproduction. The bulk of the work being copying the board witch could be sped up a bit if you have a high rez digital camera to make it easyer to follow marking off sections with are done.....

The only thing that would be good for is improving it and cloners don’t often bother to do that (although even then not 100% necessary it would just be more work without it)

Or is there more to it than I realize?

The hardware design can be cloned but the software is copyrighted. In theory they couldn't take all bunnyboy's provided binary files and use them in their product. They could however legally modify schematics to create their own product which may be drastically different but use the same underlying logic and still be legal. The most time consuming part of the Powerpak is surely the mapper design and it takes a lot of NES knowledge expertise to pull off, something that cloners likely don't have. Free schematics would be a very valueable time savers to them, I think it could be the difference between cloning and not.

Free schematics might also contribute to other pirate products with a higher level of integration like a NoaC with .nes playback (think Kevtris' console). That could be very profitable seeing how well Famiclones sell in the retrogaming circles. I wouldn't want to contribute to a pirate company since if anyone deserves to profit from that, it's Kevtris seeing how he cracked much of the hardware in the first place.

by on (#25420)
Copyrights don’t slow them down; they often "borrow" from huge companies like Sony and Microsoft and get by with it
The mapper files particularly would be non-issue since they can just call them "third party" software witch they "had nothing to do with releasing"

It would be difficult to nail them even for outright open copying with them located in china behind a disposable company name plenty of big name companies cant do anything about the counterfeits witch appear one guy would not stand a chance

without the scematics I belive they would be able to use the mapper files to configure a FPGA from a differint sorce outher than a CF card although as cheapley as those famiclones are produced (witch still usually contain copyrighted code in there current forum) I dout they could have the hardware for something witch works well for outher than mapper 0 games witch would still need expenceive flashroms, RAM and so on so...... not to mention development work nessasery I dont think they would do it.

One example of a fairly large western company witch uses work around tactics would be datel for example witch recently made a USB version of the Wii serial drive tool witch has a "third party" wiinja dump runing on it, witch contains a modified version of the Wii's property drive code

by on (#25422)
I still have doubts that any people would be out to copy it due to part costs and final pricing

by on (#25423)
gannon wrote:
I still have doubts that any people would be out to copy it due to part costs and final pricing

That's what the GBA homebrew community thought about GBACD, until some company turned it into SuperCard.

by on (#25427)
peppers wrote:
without the scematics I belive they would be able to use the mapper files to configure a FPGA from a differint sorce outher than a CF card although as cheapley as those famiclones are produced (witch still usually contain copyrighted code in there current forum) I dout they could have the hardware for something witch works well for outher than mapper 0 games witch would still need expenceive flashroms, RAM and so on so...... not to mention development work nessasery I dont think they would do it.

They could configure the FPGA without schematics but they couldn't configure another more attainable modern FPGA (than a 10 year old Spartan 2), without schematics since a configuration file is only good for a specific FPGA model wired in a particular way.

Also if they came up with a modern NoaC, the ASIC could house all the needed resources including the mappers on the die making it very cheap to produce.

by on (#25437)
off topic:
I understand the concern about pirate companies making a profit off of scene work, I had also worried about that in the past. I resolved it in my head by comparing it to the GPL license, and how a lot of people wanted to add restrictions to it so it could not be used for military purposes. I imagine there are a lot of Linux kernel hackers who aren't crazy about their code being used in bombs. But Richard Stallman insisted on no such restrictions - and ultimately I think he's right. What's important is that the information is out there, and in a usable legal form. The fact that someone will take it and do things you don't agree with (maybe even illegal and/or rotten things) sucks, but that's the price you have to pay. If that doesn't sit well with you, then you probably should not release your work. I don't want some far east company stealing my work and making a profit off of it, but I'd rather have my work be relevant and helpful.

on topic:
I'm going to get started on some mappers, just need to figure out which one would be best to start with. I don't want to pick one somebody else is working on, and I don't want some crazy obscure mapper that has no games I'm familiar with. When I have something, expect it posted here - schematic and all.

by on (#25438)
Isn't the main point to have a cheap NES development cartridge? If the cloners do the work of setting up massive production and distribution at a lower cost, why stop them?

by on (#25440)
blargg wrote:
Isn't the main point to have a cheap NES development cartridge? If the cloners do the work of setting up massive production and distribution at a lower cost, why stop them?
I personally don't disagree with this statement, but bunnyboy may object if someone else copies and sells his work (things always look different when YOU are the one being ripped).

by on (#25441)
teaguecl wrote:
on topic:
I'm going to get started on some mappers, just need to figure out which one would be best to start with. I don't want to pick one somebody else is working on, and I don't want some crazy obscure mapper that has no games I'm familiar with. When I have something, expect it posted here - schematic and all.

Heres a tip (something that got me confused at first):

"CIRAM" A10 and A11 are the same as CHR-RAM's A10 and A11. If you don't want to use bunnyboy's mirroring symbol or want direct access to "CIRAM" A10, you need to put a multiplexer on it. Select = A13, D0 = CHR-RAM A10, D1 = CIRAM A10.

Personally I made a mapper symbol which provides a blank slate interface to bunnyboy's mapper schematic using all the connector pins for I/O, I find it easier to work with since I'm familiar with the net names.

by on (#25448)
Quote:
If the cloners do the work of setting up massive production and distribution at a lower cost, why stop them?

This is EXACTLY why I have not just released every file I have. I have no problems with people making their own mappers and will even pay people to do it, but since there is the real threat of illegal clones and people willing to buy illegal clones I do not plan on releasing the full schematics or full source.

Its very easy for other people to say they want a cheap knock off, but much harder when it is your own thousand hours of work and thousands of dollars spent. Don't drive away the developers just because you want to pay less to the illegal fabricators instead. If you want a "cheap" cart for everyone, you can always design it yourself and give away free. It could even be better than mine!

by on (#25450)
I hope you plan to make more, because I've shown my PowerPak to at least 10 people, and they all want one!

by on (#25460)
bunnyboy wrote:
Its very easy for other people to say they want a cheap knock off, but much harder when it is your own thousand hours of work and thousands of dollars spent.

So by the way, have you recouped your investment yet?

by on (#25461)
Quote:
So by the way, have you recouped your investment yet?

Right now I have made about $2/hr for the year and a half of work :)

I will absolutely be making more. Will be ordering boards soon now that the graphics problems are solved. Should have the first mapper update soon, stupid mmc3 irq...

by on (#25467)
Here's mapper 23 (VRC2B/4):
http://www.mediafire.com/?fkhzmmcnil4

Again, no IRQ support as it counts scanlines, despite it counting with Phi2. Perhaps the Taito mapper counts using Phi2--not A12 as well? I think I can get it right eventually but I figured some people would like to play Contra (J) now :) I can't get anything to start with the original mapper 23.

Beware though, I can't figure out how to disable WRAM from the main schematic (and the WRAM disable logic/loader code doesn't seem to work) so without a simple crack Wai Wai World, Contra and Goemon 2 won't start.

by on (#25468)
WRAM enabling in the boot rom is broken, I have always been just hardwire enabling it in the schematic. That does break some games.

What is the correct way to enable/disable it using the ines header? There is a battery bit, but if there is just wram with no batt that wont be set. The iNES 2.0 header adds wram banks, but a 0 is interpreted as 8KB enabled if it isn't an iNES 2.0?

by on (#25471)
Quote:
WRAM enabling in the boot rom is broken, I have always been just hardwire enabling it in the schematic. That does break some games.

What is the correct way to enable/disable it using the ines header? There is a battery bit, but if there is just wram with no batt that wont be set. The iNES 2.0 header adds wram banks, but a 0 is interpreted as 8KB enabled if it isn't an iNES 2.0?


Apparently so, which is why Low G Man does not work properly in the regular iNES format.

by on (#25473)
Quote:
Here's mapper 23 (VRC2B/4)

Gradius 2 uses mapper 25, right? Or does it work with 23?

by on (#25478)
mic_ wrote:
Quote:
Here's mapper 23 (VRC2B/4)

Gradius 2 uses mapper 25, right? Or does it work with 23?

Right, I could put out a mapper for that immediately, but it won't have IRQ support which I bet Gradius relies on.

bunnyboy wrote:
What is the correct way to enable/disable it using the ines header? There is a battery bit, but if there is just wram with no batt that wont be set. The iNES 2.0 header adds wram banks, but a 0 is interpreted as 8KB enabled if it isn't an iNES 2.0?

I don't know the correct way to disable WRAM, I don't think there is such a thing. I thought the "battery" bit was "WRAM enable" which was always assumed to be battery backed.

by on (#25479)
What is kevtris's take on the NES PowerPak? I'd love to hear his critique on the hardware and its mapper support, especially considering that he did a similar thing with his FPGA NES. Maybe he could even help give tips on adding support for some of the more difficult, obscure, and obtuse mappers.

by on (#25482)
@kyuusaku
I would like to request you use a different file host rapidshare would be ok, the problem with media fire is its very difficult to get file off if it during peak hours. I hate to be complaining about things like this but trying again and again to download something is frustrating

by on (#25494)
The only proper way to add support for WRAM disable is to support NES 2.0. Bunnyboy, or anyone else who can get in contact with kevtris, can you see if you can convince him to actually FINISH that NES 2.0 spec (i.e. the submappers)? It's been a long time now.

Oh, and bunnyboy, in case you missed it, I posted in another thread a few findings of mine when examining the boot ROM code in a hex editor. Those problems are as follows:

1. The stack pointer is never initialized in the boot ROM code. This can be fatal if the Reset button is pressed while a game has a large amount of data on the stack. Final Fantasy is an example of a game that can use a lot of stack space (every floor transition is a recursive subroutine call, with several bytes of data pushed to the stack before each call). To fix this problem, the instruction LDX #$FF, followed by TXS, should be present in the boot ROM code before the first JSR instruction. The problem cannot be fixed without a boot ROM update.

2. On the NES, frame IRQ's are enabled by default on power-up. To disable frame IRQ's, write either #$40 or #$C0 to register $4017. At least one game out there will fail to boot if a frame IRQ is pending at the time the code begins executing (this game caused emulator headaches a while back, until the power-up state was better understood). The fix can occur any time before the game begins execution, so a boot ROM update is not necessary as long as the code on the CF card disables the frame IRQ at some point.

3. Not a serious issue, but I noticed that there are no zero-page opcodes in the boot ROM (except for indirect addressing modes). Certainly not worth an update (if it ain't broke, don't fix it).

by on (#25503)
bunnyboy, how can I disable WRAM? I've tried tying everything to do with WRAM high and it's still there, what's going on?

peppers wrote:
@kyuusaku
I would like to request you use a different file host rapidshare would be ok, the problem with media fire is its very difficult to get file off if it during peak hours. I hate to be complaining about things like this but trying again and again to download something is frustrating

OK, don't bother getting these files yet though because they're not polished.

by on (#25506)
Quote:
how can I disable WRAM?

You can either set the wramen input low on the addresses block, or set both WRAM_PRG pins high (tristate).

by on (#25511)
I've tried both of those and it still appears that WRAM is mapped (!!) Contra etc still fails it's protection.

by on (#25835)
Bah, I'm getting pretty annoyed trying to design mappers with PowerPak. Anyone else out there working on mappers with it? Anyone wanna finish off my MMC1 and MMC3?

My MMC1's shift register doesn't work (I'm sure the logic is right), it seems to need a delay and I have no idea how to use the FPGA's "delay locked loop." Unfortunately you can't just add a bunch of buffers together because they're optimized out. I'm going to try using the falling edge of Phi2 for the job but if that doesn't work, I'm out of ideas.

My MMC3's scanline counter doesn't work (looks like propagation issues or we don't have the logic quite right) and I'm not sure if the switch static banks feature works since I can't get Mario 3 started.

For both problems I don't wanna hack it with the 20 MHz clock, it should be doable without it since the FPGA is <30ns!

by on (#25836)

by on (#25843)
I'm not sure. The idea for the delay would be between the 5th clock to the shift register and the data registers so that the shift register's outputs could stabilize. Mind looking at it? I uploaded a PDF:

http://www.mediafire.com/?92osc11yh2b

by on (#25845)
Good idea to save a FF :D

My shift reg is LSB first, I dunno what I could have possibly done wrong with it. I took your suggestion though and am now using a stock 4-bit shift reg with the outputs reversed.

The counter could very well be the problem but looking at the datasheet everything is OK. The state resets to 0 and counts 1, 2, 3, 4, 5, 1, 2...

by on (#25847)

by on (#25848)
I updated my design to reflect yours but I still get the same results. I've had no problems so far with mappers using parallel registers but all using sequential logic seem to be problematic :cry:

I've uploaded my project files (modified bunnyboy's CNROM) in case someone wants another more elaborate example. If someone does fix it, please show how!

http://www.mediafire.com/?98d1tv1vgiy

To save a little time drag the .bit file to the directory with the .bat, double click the .bat, rename map03.map to map01.map

by on (#25869)
Thank you for these new mappers, they are greatly appreciated.

May I be so bold as to ask or rather make a request for a mapper. Ive always wanted to play Buzz and Waldog on a real NES instead of an EMU.

If possible thank you in advance.

by on (#25873)
Sure you can request a mapper! I've never heard of this game before now, pretty interesting. I'll look into it in a few days, I can't find everything needed from FCEU's source right this second.

by on (#26500)
Has there been a stop to making new mappers for the PowerPak or has everyone given up.
Seen as I have no idea on how to implement my own I was looking forward to some of the members of this forum creating more.

Still I hope one day someone can get around mapper 156 (Buzz and Waldog).

I appreciate all the efforts that have been put forth so far.

thanx guys/girls.

by on (#26502)
I'm planning on trying it but it seems like a steep learning curve so I'm going to wait until I can spend some time on the Xlinx software.

by on (#26506)
I've quickly become bored and frustrated with it; some of my designs which work on a CPLD board do not work with the PowerPak and I can't figure out why. I have also made some designs using Xilinx primitives which Foundation refused to fit because of the crappy fitter, not the FPGA size. I also haven't resolved WRAM problems, I've tried disabling WRAM every way I can think of but it's still there and breaks many older Famicom games which would work otherwise.

When motivation comes around I'll do common mappers with the ability to get back to the menu with a controller instead of the reset button and a cheat toggle hotkey but that'll probably be it from me unless I can get all my broken FC mappers working.

by on (#26512)
The two mappers that were posted on this thread aren't available for download at the URL given. Have they been moved?

by on (#26513)
Nope, Mediafire must have removed them. If I get IRQ working in either mapper I'll repost them.

by on (#30269)
Its been quite a long time since we have had sort of an update of mappers has anyone been playing around with it.

Is there any mappers that have been implemented that I could download.

Thanx again.

Looking forward to more compatibility soon.

by on (#30273)
FWIW, I think it may be easier for some (including myself) to do a mapper primarily in an HDL (Verilog or VHDL), rather than using only schematics. Maybe for disabling WRAM, you could fake it by emulating open bus for reads of disabled WRAM - detect the high address byte of the read and force that into the CPU data bus input. But I'm assuming none of this hasn't been done yet.

by on (#30279)
I tried implementing open bus a while back without success because I couldn't make heads or tails of what was happening with the I/O buffers. I started out to simplify and "reverse-encapsulate" bunnboy's symbol's logic to bring it down to a lower level (as if you were using true connector signals), but needless to say, lost interest. Honestly I've barely touched my PowerPak and ISE since I started this thread in June, so don't expect anything more from me, dunno when the motivation will strike again to spend hours debugging mappers that would otherwise work!

If you want to design your mapper in a HDL, do it with bunnyboy's project files. You can replace the CNROM symbol with your HDL source file... good luck though! It's far faster to just design it with schematic symbols.

by on (#30292)
All the alternative mappers that were created and posted here , did they get implemented to the 1.12 mapper pack. If not I was wondering if I could get them again I never backed up my hard drive last time I formatted so I no longer have them.

thanx eh

by on (#34589)
have there been any new mappers.
Did any of these mappers listed here work good with any games that had not been originaly supported ?
Is it posible to relist the mappers from this post all of the links are dead.

by on (#38543)
Anyone have mappers 4 and 5? I'd make them myself but I'm clueless. I only want them for the Powerpak to play certain games ( Super Mario Bros 2 [J] NES rom I found :D )

Edit: By the way, both mapper download links to Mediafire are down.

by on (#38578)
Mapper 19 would be good for the Splatterhouse game. Don't think I've seen even an early build of a Mapper 19 yet at all...

by on (#38583)
Yeah, why doesn't someone just release the rest of the mappers so I can play my whole ROM collection?

by on (#38595)
theNESadvantage wrote:
Mapper 19 would be good for the Splatterhouse game. Don't think I've seen even an early build of a Mapper 19 yet at all...


You don't need it. I ported/hacked Splatterhouse from mapper 19 to mapper 4. Get it here:

http://ninjagaiden4.thegaminguniverse.c ... hmmc3.html

by on (#38598)
Quote:
You don't need it. I ported/hacked Splatterhouse from mapper 19 to mapper 4. Get it here:

http://ninjagaiden4.thegaminguniverse.c ... hmmc3.html


Could you do this with Castlevania 3???

by on (#38602)
kyuusaku wrote:
Yeah, why doesn't someone just release the rest of the mappers so I can play my whole ROM collection?


Thats because we were waiting for you to do it, :D

by on (#38604)
Is there a mapper 142 for the powerpak

by on (#38612)
theNESadvantage wrote:
Is there a mapper 142 for the powerpak

http://retrousb.com/index.php?productID=133
Doesn't look like it.

by on (#38631)
kyuusaku wrote:
theNESadvantage wrote:
Is there a mapper 142 for the powerpak

http://retrousb.com/index.php?productID=133
Doesn't look like it.


I honestly doubt an updated set of mappers will be provided by retrousb. We are going to have to turn to 3rd party support and I already have. This forum is a big help for that kind of stuff.

by on (#38655)
Yeh if third party mappers are produced chances are one of this fourms members is the one doing it. Don't get your hopes too high though as it seems those developing them lost interest a wile back. I supose due to the teadoius nature of developing them.

Perhaps if BB's were open sourced it might help with the process so people could use the exsisting ones as an exsample but that is doutfull.

by on (#38671)
bunnyboy released a sample mapper which is all someone needs to design a new one. It's not hard to design a mapper if you could do so otherwise with 74 series chips or whatever, but it is kinda hard to develop more advanced ones for the PowerPak only because of it's idiosyncrasies. With a CPLD development board you can just include a constraints file and compile your schematic/HDL mapper as the top design in less than a minute and it will just work, open bus and all without trickery. Sometime I'm sure the remaining mappers will be released, if from nobody else, by myself though I can't guarantee I'll fix MMC3's counter or other problems bunnyboy hasn't been able to fix. For me it's more worth it to work on my own hardware rather than the PowerPak, but if someone to offer some incentive that'd change :wink:

by on (#39822)
My first attempt at sound on PowerPak: VRC6 mapper
For audio out, I just stuck a resistor from pin 3 to pin 9 of the EXP port. Around 50kohm seems ok, though maybe you'd prefer using a pot instead. Previous posts about audio mods suggested sticking some caps in there too, but it sounds fine to me without any. *shrug*

by on (#39823)
NSF and FTM source for "Your Woman" using VRC6. Some weird export problems exist, so compare to the FTM.

It's not perfect, but this sound provide for an entertaining example.

by on (#39824)
Ah, cool. NSF player also updated with VRC6 sound.

by on (#39837)
The VRC6 mapper works in my PowerPak (on a Famicom with adaptor), and the sound through the expansion pin sounds fantastic: clear and beautiful. You're sending sound out of cart pin #54 (pin #9 on the expansion port). Is there any reason why you chose this pin?

As an aside, but something that might be more than just a coincidence, the 72->60 pin adaptor that I use has the FC's audio in/out pins tied together and also connected to NES cart pin #51 (also pin #6 on the expansion port) So if you send the VRC6 audio out through cart pin 51 rather than 54, I bet no physical connection is necessary to get this additional audio channel coming out of the Famicom. (The extra channel does, however, drown out or override the regular Famicom audio when I connect pins 54 and 51 together...)

Anyway, is EXRAM/extra name tables/ATT table emulation working for this mapper? Akumajou Densetsu has very glitchy graphics running on my PowerPak on Famicom. Also, when I connect the extra sound channel (NES cart pin 54) to anything, the graphic glitching increases and the game sometimes may crash. Any idea why? Or do I have just too much interference by having an adaptor, wires coming out of pins, etc?

Finally, the VRC6 channel works in the NSF player, but the sound is very warbly, completely unlike the VRC6 game mapper. I'm using your NSF player dated Nov. 10.

by on (#39849)
I chose pin 54 because ExROM (MMC5) carts use the same pin for sound.

You can't wire audio in, audio out, and exp audio all together like that, they need to be mixed somehow.

VRC6 doesn't have EXRAM etc., that's MMC5.

by on (#39867)
So is it possible the FDS mapper will support the FDS sound expansion in the future through this method? I am tempted to try this out as it can't be very hard to solder a resistor from point A to B. I'd love to play CV3 with the Japanese audio expansion, as well as FDS if you decide to do that.

by on (#39875)
Yes, I'll be working on FDS sound next.

by on (#39877)
Well then, did you use a 50k ohm resistor exactly? Do you think a 47K resistor might work as I'm not sure I'll fine a 50k around here.
Odd VRC6 Behavior (not sound related)
by on (#39884)
Akumajou Densetsu gives me weird vertical line artifacts. The lines are usually black (they seem to act the same each time), and they appear to occur more or less uniformly...about 2 or so pixels from the edge of the 8x8 tile. This isn't always the case, though. Sometimes, the vertical lines flicker and are barely visible(i.e. during the beginning scroll, on the holes at the edges of the film, on Trevor's sprite, etc). Other times, they don't even extend all the way to the upper edge of a tile, and aren't even in increments of 8 pixels away from each other...or are even doubled up. Except for the two above-mentioned exceptions, they're pretty much all solid.

I am an idiot when it comes to this stuff, and I don't know what to blame. Maybe one of my pins isn't making good contact? (I had to tweak them) Oh, and no other games on the powerpak seem to give me this issue.

On a related note, I thank thee, loopy, for the VRC6 powerpak mapper in all its awesomeness. :)


MottZilla: I think he used a 47KOhm resistor, I got one at radioshack and it looked identical to the one in the photograph. I used it, and it works great :D The issues above are unrelated to the modification, they actually happened before (and after) I performed the modification.

by on (#39889)
Well I guess I'll check Radioshack for them and see about installing it. Thanks.

by on (#39900)
loopy wrote:
I chose pin 54 because ExROM (MMC5) carts use the same pin for sound.

You can't wire audio in, audio out, and exp audio all together like that, they need to be mixed somehow.

VRC6 doesn't have EXRAM etc., that's MMC5.


Its crazy, i was talking about this last month with someone, how powerpak could do it via the xpansion slot, and there you go, you went and did it.

Now, i've got my pin 9 running through a 100k resistor to pin 3 (the original audio goes through 100k resistors, and i tested with a variable resistor and around 100k was the sweet spot where the vrc6 soundtrack to castlevania 3 japanese sounded like an NSF player, equal levels etc).

now, here's a question. I want to separate the vrc6 audio.

I've done the mod from raph.net where you take channels 0,1, and 2, 3, 4, and separate them (so i could boost triangle/noi/dpcm), but when i tried to hook the audio from pin 9, and the ground (pin 2, but i tested at many ground points), i got ZKKZKZKZKZKZKZKKKKZKZKZ in my audio mixer.

Quick test showed it wasn't the mixer, the cable, or the nes messing up.

My question is, why does the vrc6 work going through the AIN pin and out the audio out jack, but not directly into the mixer?

I know i'm missing something probbly very basic and obvious. Maybe if you know what the nes audio circuit does to the signal form pin 3, i can just build a little board that will do the same, so i can have 3 rca jacks, 1 all for the vrc6 (and other expansion audio things you graciously provide us with).

Well, here's hoping you know, and answer :)

thanks a million for this stuff.

by on (#39903)
loopy wrote:
You can't wire audio in, audio out, and exp audio all together like that, they need to be mixed somehow.

Okay, so exactly what do I need to connect where to make VRC6 sound work on a Famicom? I'd like to know before I go mucking about with my only adapter...

by on (#39905)
If your adaptor is like mine, the Famicom audio in/out pins on the adaptor are connected together and also go to a via which is connected to NES cart pin #51. If you put a resistor as described above between pins 51 and 54 on the NES connector side of the adaptor, it should pass the audio out from the Famicom's audio out.

Er... or as loopy mentioned above, maybe it's better to cut the audio in/out connection, use some resistors + ? to mix the audio in together with pin #54, and then send both of those out to the audio out pin. I'm no electronics expert either, so I don't know which way is good or bad.

by on (#39906)
I'm sort of behind the information curve on this. Is someone maintaining a download of all the most recent mapper additions?

by on (#39907)
ccovell wrote:
If your adaptor is like mine, the Famicom audio in/out pins on the adaptor are connected together and also go to a via which is connected to NES cart pin #51. If you put a resistor as described above between pins 51 and 54 on the NES connector side of the adaptor, it should pass the audio out from the Famicom's audio out.

Er... or as loopy mentioned above, maybe it's better to cut the audio in/out connection, use some resistors + ? to mix the audio in together with pin #54, and then send both of those out to the audio out pin. I'm no electronics expert either, so I don't know which way is good or bad.


Duh, i just reread what you wrote and you claerly didnt' need my entire message.

What i was going to say was basically what you said, but i had a less elegant solution. But according to my pinout diagram, its pins 45 and 46 that are audio I and O, not 51? Unless maybe VRC6 uses pin 51 for sure?

Either way, my 72 pin adaptor not only has esposed leads for you to solder to, it also has nicely drilled holes for you to solder any junctions or patches you desire in to it. here's a picture, ignore the quality i took it with a webcam

if your 72 pin adaptor is not like mine, let me know, and i can help you find one like mine


note the little holes, for doing just the sort of mod you suggest.

BTW, i would reccoment a 100k resistor, instead of 50k, but that ws my own audio preference .

Image

by on (#39909)
Be sure not to get the Famicom-side pins and NES-side pins confused. I wrote "NES cart pin #51" which means on the NES cartridge connector. Of course on the Famicom side, the audio in/out pins are adjacent, whatever their pin numbers are.

Besides, I was answering BMF's post.

by on (#39922)
Could someone else confirm the resistor rating? Is around 50K correct or is it around 100K?

by on (#39927)
The 100k will make it a little more quiet. I'd take PDF's word for it, since he took the time to tune it with a variable resistor. To my ears, there's not much difference between the two anyway.

by on (#39928)
The pins all seem to be making contact, I tested with a multimeter. I wonder...a couple months ago, I turned on the NES and accidentally bridged a connection with the big ol' metal thing that goes over everything. Bluish smoke that smelled like burning solder arose from the metal box that houses the RF modulator/AV out. I immediately unplugged it. A couple days later, I dropped a screw on the NES PCB and a spark resulted from that. Could that be related to the issues?

Ah, well. Guess I'll test it out on another NES this weekend...

by on (#39940)
FDS support, VRC6 support... will loopy make it a hat trick?

by on (#39951)
Color Dreams Supercartridge mapper, please! :P

by on (#39978)
PDF Format wrote:
Image

Yep, that's the same one I have.

So, we need to mix the audio signals somehow...?

by on (#39994)
Does bunnyboy still read these forums? If not, somebody should mention loopy's VRC6 mapper to bunnyboy, so that he could consider including the audio resistor in future revisions of the PowerPak. It would also be a good idea to include the third-party mappers in the mapper bundle, assuming licensing allowed for it.

by on (#40015)
The audio resistor is on the expansion port of the NES, not the PowerPAK. I'm sure Bunnyboy is still around as he updated his website with the latest PowerPAK files that included adding Loopy's FDS support and the NSF support. Not sure why the VRC6 wasn't in there other than maybe the timing of its release maybe.

by on (#40016)
loopy wrote:
The 100k will make it a little more quiet. I'd take PDF's word for it, since he took the time to tune it with a variable resistor. To my ears, there's not much difference between the two anyway.


another option is drilling a hole in your nes, putting in a variable resistor, attaching a cool looking knob, and then saying to people at shows, who ask "Oh this? It's my VRC6 mix knob, let's me control the power of my VRC6... oh your NES can't play VRC6? weird.. mine not only can play VRC6, but i can vary its POWER!" (cue wind machine, release of doves)

by on (#40017)
BMF54123 wrote:
PDF Format wrote:
Image

Yep, that's the same one I have.

So, we need to mix the audio signals somehow...?


well, i guess bridge pin 54 on the 72 pin side to pin 45 (i think) on the 60 pin side. Pin 45 (i think, double check this) is "audio in" for the famicom.

there's definately a pin diagram comparison on nesdev somewhere, but it would be a real sinch to bridge them with that converter pictured.


try bridging them with no resistor, just a PVC jacketed wire (no cut legs from old resistors or leds, to avoid a contacting any other pin), and if the famicom's internal audio circuit doens't seem to make the vrc the right volume, then try it again with a resistor.

by on (#40031)
So the PowerPak already has a FPGA signal to an expansion pin? Which FPGA pin?

by on (#40032)
I am using P23. I think bunnyboy has said all of the cart EXP pins go to the FPGA... I haven't bothered to find all of them.
It's directly connected btw, not pulled up like most of the other IOs.

by on (#40069)
Well I got some 100k ohm resistors. Radioshack did have them. I'll have to solder one in when I get time to do so. Can't wait to check out the VRC6 audio on the NES.

Edit: I soldered a resistor in like Loopy did. It works. Sounds pretty good to me but I haven't tested it extensively yet. But you definitely have the sound channels in the VRC6 as I tested without it first and the music was noticably missing notes but afterwards it sounds like it should, or atleast it sounds similar to what I hear in Nestopia.

by on (#40071)
iot may be save to say we're all testing this wish castlevania III... so has anyone else noticed that the DPCM drums are way more POPPIN on the nes than in any emulation?

I have tried it with a variety of NSF players, and it sounds WAY more poppin in my nes..

i mean, literlaly, precussive... just POW POW POW


anyone elsE?

by on (#40075)
Some NSF players ignore $4011 writes before sample plays in order to sound "better" than the NES in the player author's opinion. If a song is played in the context of a game, then the last sample of the last song would have left $4011 at some value, and NSF players don't know what value to use when starting the new song so that the user doesn't hear a big ass ugly click whenever a song starts. It's a similar principle to "clickless mixing" in some mod players.

Another issue is that you might be listening through different speakers. Try running the NES into your stereo, or the PC into your TV.

Another issue might relate to the NES's analog path, but I have no idea how to test that.

by on (#40080)
tepples wrote:
Some NSF players ignore $4011 writes before sample plays in order to sound "better" than the NES in the player author's opinion. If a song is played in the context of a game, then the last sample of the last song would have left $4011 at some value, and NSF players don't know what value to use when starting the new song so that the user doesn't hear a big ass ugly click whenever a song starts. It's a similar principle to "clickless mixing" in some mod players.

Another issue is that you might be listening through different speakers. Try running the NES into your stereo, or the PC into your TV.

Another issue might relate to the NES's analog path, but I have no idea how to test that.


i've run it through my mixer and through a c64 screen. Sounds best through the c 64 monitor, but still the same.. it just sounds more "classic!" so it delights my ears with its thin wonder.

I'm sure its just how its meant to actually sound, vs. some emulator's author's decision to change the sound slightly to improve it.

it still sounds great!
Re: Odd VRC6 Behavior (not sound related)
by on (#40081)
MrPlacard wrote:
Akumajou Densetsu gives me weird vertical line artifacts. The lines are usually black (they seem to act the same each time), and they appear to occur more or less uniformly...about 2 or so pixels from the edge of the 8x8 tile. This isn't always the case, though. Sometimes, the vertical lines flicker and are barely visible(i.e. during the beginning scroll, on the holes at the edges of the film, on Trevor's sprite, etc). Other times, they don't even extend all the way to the upper edge of a tile, and aren't even in increments of 8 pixels away from each other...or are even doubled up. Except for the two above-mentioned exceptions, they're pretty much all solid.

I got a new PowerPak that exhibited this problem, so I was able to fix it. I've uploaded a new version of the mapper.
Re: Odd VRC6 Behavior (not sound related)
by on (#40154)
loopy wrote:
I got a new PowerPak that exhibited this problem, so I was able to fix it. I've uploaded a new version of the mapper.

Wow, thanks! :D I've played through most of it, seems to work perfectly for me.

EDIT: Removed reference to "issue" that was actually a TV artifact.

by on (#40176)
I want to add that my estimate of 100k is way off. I did a wave comparison and listened with fresh ears, 100k is way too big. I'm going to open my nes up again and check what value i have my pot at right now, but its much closer now than before.. judging by the distance its turned, i'm going to gess about 30-40k, but i think 50k is basically the max you want.. meaning if i were you, i'd get a 50k pot (if you're into volume control) if not, lemme just find out the number.

Will do a test on a separate RCA out for VRC6 tmorrow too.

by on (#40180)
I already soldered a 100k in there. ='( Can you get an exact measurement somehow?

by on (#40383)
47 seems about right.

47k ohms.

by on (#40387)
I guess at some point I'll have to remove the one in there and put in a 47k. Shouldn't be a big deal. Still I wish it had been right the first time. It does sound pretty good as it is.

by on (#40395)
It has problems with some games, but I'll throw it up incomplete anyway.
NAMCO106 (mapper 19)
(looks like Splatterhouse works, that's all you wanted it for anyway, right? ;))

by on (#40402)
I already hacked Splatterhouse to MMC-3 awhile back. ;)

Does your mapper 19 do the sound channels or is that something in the future? I'm not even sure I know any games that would use the extra sound.

by on (#40404)
Yes, it has the extra sound.

by on (#40505)
Can you help me locate the solder points you pictured? This mod looks like the greatest thing ever, but I've never opened my NES.

by on (#40508)
It's very easy. You know the expansion port on the bottom of the NES? Keep in mind where it is, open the NES and remove the PCB. Remember to take care of static electricity, ground yourself to discharge before doing this. Don't wear static prone clothes. Anyway, after you remove the pcb you'll see the port on one side, well you want to look at just the opposite side. You'll see a number of pins/solder bubbles like in Loopy's picture there. The board has numbering written on it, I believe there is a 1 but it's hard to see, but theres also a 24 I think, which tells you the pin number.

Just look at loopy's pic and figure out which those two are.

by on (#41415)
I was just about to try out the translations of Madara and Esper Dream 2 on my Powerpak, but was harshly reminded of the fact that both of them have the A0 and A1 bits switched on the VRC6 chip compared to Akumajou Densetsu, so that the two registers switch addresses.

So Loopy, won't you synthesize a MAP1A.MAP for us so we can play these cool games as well? :)

by on (#41811)
Mapper 69 (Sunsoft 5B) with extra sound! That means Gimmick!, the only game that uses it.
linky

by on (#41813)
Bananmos wrote:
I was just about to try out the translations of Madara and Esper Dream 2 on my Powerpak, but was harshly reminded of the fact that both of them have the A0 and A1 bits switched on the VRC6 chip compared to Akumajou Densetsu, so that the two registers switch addresses.

So Loopy, won't you synthesize a MAP1A.MAP for us so we can play these cool games as well? :)

Heh heh.. actually, I've already tried but those games bugged out... there is something wrong with the mapper code that needs fixing first, and I haven't gotten around to it yet.

by on (#41820)
Perhaps it's time to convince bunnyboy to create a jumper pak for the NES expansion port to go with the PowerPak's new-found sound capabilities, so the less technically-inclined never have to open up their systems? :D

It wouldn't even have to be anything super-complex, just a clip + resistor that goes over the two pins. If he can get such a wide variety of NES cartridges custom-manufactured, why not this?

by on (#41869)
Heh I once talked that over with bunny. Sadly clips are prone to user error and making a mold for such a connector would be too expensive to be viable. Btw the gimmick mapper works great. I love the sound!

by on (#41880)
Hmm. While the FME-7 sounds pretty good, there's something slightly off about it. It feels like it's missing some effects on the notes or something. It might just be a volume difference caused by my adaptor mod, I dunno. :\

If I have time, I'll make a comparison recording between the PowerPak and a real Gimmick! cart (preferably just the expansion sound, if I can wire that up right...).

by on (#41976)
Quote:
Heh heh.. actually, I've already tried but those games bugged out... there is something wrong with the mapper code that needs fixing first, and I haven't gotten around to it yet.


Ah, so THAT's the reason. I hope you manage to eliminate the bugs soon. In the meantime, lots of thanks for the 5B sound! :)

by on (#42324)
Since my NES is already modded for audio I'm going to just jumper pin 9 of the expantion port in to my modification and see how it sounds. I used a CAP and resistor. I'm actually kind of jazzed that the powerpak can output the extra sound. I'm eager to hear the FDS sound.

Is there a difference between loopy's FDS mapper and the official FDS mapper on retrousb.com in regards to outputting the extra sound?

by on (#42333)
Loopy's is the official and only FDS mapper for powerpak.

by on (#42334)
I think the one on retrousb.com is an older version without sound.

by on (#42335)
Ok I'm going to try yours out.
I just finished soldering pin 9 up. It works great.
Since I have a real Akumajo Densetsu cart I could tell a slight difference. Probably just a slight difference in volume. Nothing too major.

by on (#42350)
From, what I've heard the resistance is related to the volume level. I think because I currently have a 100k in it that the expansion sound is not as loud as it should be.I heard 47k is the right amount.

by on (#42354)
Well it looks like the power pak doesn't output at the same volume as a real famicom cart because the real Akumajo Densetsu cart is just right with a 100k resistor and a 4.7uF capacitor. Maybe I'll just bridge 3 and 9 with a 47k resistor and not connect pin 9 to my existing modification and see how that sounds.

by on (#42623)
That's better. I couldn't find a 47k in my pile of resistors so I used a 56k resistor. I bypassed my original modification and just connected 3 to 9.
It sounds alot better. It's just like the real cart now. I'm just impressed that bunny boy thought ahead and actually connected the expansion port pins when he was designing the Powerpak.

by on (#42645)
Well you cant expect it to output the same volume. It uses different techniques to output it.

by on (#42659)
The fact that it outputs at any volume is awesome enough.

by on (#42660)
Ya. Overall its a really cool feature. Especiallly if you know some of the tech details.

by on (#42910)
Im a bit lost.
I want to mod my NES and powerpak to get the extra channels of sound.
It sounds like I can but most people are talking about the famicom and getting the powerpak to play the extra channels on that.

From what I read some pins in the expansion slot on the nes need to have some resistors added to as well as the powerpak or an adapter attached to the powerpak.

to do the nes + powerpak mod what pins need what connections and resistors?
Was the final value determined now or would a pot be the best option now?

Thanks

by on (#42926)
The power pak does not need a mod. You just need the most up to date mappers + loopy's mappers. You need to solder a resister around 50k ohms between pins 3 and 9 of the expansion port. The powerpak already outputs the extra audio. Some say they use 47k, I used 56k cause it's all I could find in my box of resistors. It worked just fine.

by on (#43992)
I was wondering what game that has the most noticeable difference of sound when performing this MOD and I assume you will only notice this if you use the Famicom version of the game as opposed to the NES version.

by on (#43993)
Well, there are only a handful of famicom carts that have the sound enhanced in the first place. And the only one I know of with an NES counterpart is Castlevania 3/Akumajo Densetsu. And there is a noticeable difference in music. I suppose you can say there are some sound effects that used the extra audio in the FDS game Doki Doki panic that were changed when they turned it into the US Super Mario 2. Also there are a few other FDS games that had some small sound effects like Zelda that did appear on an NES cart. But Akumajo Densetsu has the most noticeable difference I'd say.

by on (#43995)
Hebereke/Ufouria? Gimmick! ?

by on (#43996)
I was unaware of Hebereke/Ufouria. And I didn't think Gimmick! had an NES counterpart?

by on (#44000)
Super-Hampster wrote:
I was unaware of Hebereke/Ufouria. And I didn't think Gimmick! had an NES counterpart?

The NES versions of those titles (Ufouria and Mr. Gimmick!) were PAL exclusives.

by on (#44005)
I just found both versions of Hebereke/Ufouria and played them on my power pak. There is a difference in music. I also find it funny that in the Japanese version the birds drop exploding poop but in the NES version they just drop bombs.

by on (#44025)
tepples wrote:
Super-Hampster wrote:
I was unaware of Hebereke/Ufouria. And I didn't think Gimmick! had an NES counterpart?

The NES versions of those titles (Ufouria and Mr. Gimmick!) were PAL exclusives.


And gimmick only came out in like scandinavia. So no luck there really. (its really really really rare)

by on (#44043)
Man tell me about it:
http://cgi.ebay.com/Mr-Gimmick-PAL-EXCL ... ames_Games


$750 for a real PAL NES Gimmick! cart. Ouch!

I also put the NES PAL gimmick! on my powerpak. The music plays faster on PAL roms so noticing the difference is harder.

by on (#44050)
Someone correct me, but besides the PAL/NTSC speed difference, I didn't think that Hebereke had any additional sound channels over Ufouria.

by on (#44493)
No, it didn't.

by on (#51201)
Sorry for the necro-bump first post. I just wanted to thank Loopy for his contribution. I solder this up in a few minutes and it sounds awesome. I used 47k Ohm resistors from RadioShack that cost .99 cents. The product number is 271-1342.

http://www.radioshack.com/product/index ... Id=2062349

Just in case anyone is as dense as myself in looking for the place to solder, here are some additional pictures.

Image

Image

by on (#51908)
It looks like loopy's latest mappers have been included in the official PowerPak mappers 1.30 package. Are there any other updates?

by on (#51910)
theres this...
http://nesdev.com/bbs/viewtopic.php?t=5659

by on (#51917)
peppers wrote:

I mean, are there any other changes to the official mapper package besides the inclusion of loopy's mappers? Or is it basically just the 1.21 mapper package with loopy's mappers added?