SNES Portable Leverages Flash Cart For More Games

Handheld consoles have to make a lot of design choices that their TV connected brethren don’t have to worry about. Battery life is important, as is screen visibility, and the games can’t be too bulky or unwieldy if you’re going to be carrying them around all day. [Chris] is no stranger to building handheld versions of home consoles, and took a few of these lessons on board in his latest portable SNES build.

The motherboard was provided by a SNES Jr., a lightweight, compact model released towards the end of the console’s reign. This was small enough that it required no trimming, however [Chris] elected to replace the inefficient 7805 with a more modern switching regulator. The case was 3D printed on a typical FDM setup, while the buttons were produced on a Form 2 for better dimensional accuracy and surface finish.

The flash cart PCB is permanently wired to the motherboard.

The real party piece, however, is the use of an SD2SNES flash cart. This allows a huge variety of ROMs to be loaded onto a single SD card, and played on the original console hardware. This is particularly useful in a portable build, as it becomes possible to carry all the games you could want, rather than having to juggle several full-sized SNES cartridges. The SD2SNES is wired in place permanently inside the console, with an impressive number of patch wires between the motherboard and the cartridge PCB. Despite the long lead length, [Chris] reports no issues with the connection.

There are some limitations – the flash cart doesn’t work properly for games using extra chips on the cartridge, like the SuperFX in Star Fox, for example. Despite this, it’s an excellent, high quality build that we’re sure is a lot of fun to play out and about.

We’ve seen [Chris]’s work before – this portable N64 is a particularly nice example. Video after the break.

Continue reading “SNES Portable Leverages Flash Cart For More Games”

NBA Jam Tournament Edition Double Z ROM Hack Screen

NBA Jam ROM Hack On SNES Is Heating Up

It’s a rare game that is able to bridge the gap between sports game fans and those that identify as hardcore gamers. Midway was able to bring those two groups onto common ground when they released NBA Jam to arcades in 1993. The game was an instant hit and was ported to 16-bit home consoles that same year. Compromises were made during those ports, so an attempt to make them more inline with the arcade release came in the form of NBA Jam: Tournament Edition a year later. However, in the heart of [eskayelle] NBA Jam: TE on the Super Nintendo didn’t go far enough. Now they have released a ROM hack that completely reworks NBA Jam: TE, and it’s called the “Double Z Mod”.

The Original NBA Jam Ball from the Title Screen
The original NBA Jam ball (courtesy of Steve Lin)

The concept behind the ROM hack was to bring about the NBA Jam game that fans deserved. All facets of pop culture from the early 90s were mixed in (not just former Presidents). According to the ROM hack’s notes, some of the things that were packed into the mod include:

• Assets from the original game have been restored, such as the Mortal Kombat banners.
• Modified certain players to give them a more “arcadey” feel.
• Soar to new heights with Air Jordan!
• Play as “The Worm”, Dennis Rodman, on at least four teams.
• Forget the Rookies, now play as the 1992 Dream Team.
• Tons of new secret characters including: Hulk Hogan, David Hasselhoff, Arnie as the T-800, and more.
• Expanded rosters are now as easy as inputting the “Konami code”

(Hint: B, A, B, A, Up, Down, B, A, Left, Right, B, A at the title screen menu)

In a gesture to give back to the ROM hacking community, [eskayelle] went as far to provide a collection of helpful tools to help potential SNES ROM hackers build their own NBA Jam: TE remixes. The document details ways to alter player photos, team colors, stats, and cosmetic tweaks. Since the Double Z mod focuses on being as 90s as possible, maybe this collection of tutorials will lead to a current NBA roster update.

To play the NBA Jam TE Double Z mod, you can use devices like the Retrode that allow easy dumping of an original cartridge onto a PC. From there the dumped ROM can be patched using an IPS patcher, like LunarIPS, which is as simple as locating two files in a browser window and hitting “Apply Patch”. In case you needed to see the Double Z mod in action, there is the clip below.

Continue reading “NBA Jam ROM Hack On SNES Is Heating Up”

Memory Mapping Methods In The Super Nintendo

Not only is the Super Nintendo an all-around great platform, both during its prime in the 90s and now during the nostalgia craze, but its relative simplicity compared to modern systems makes it a lot more accessible from a computer science point-of-view. That means that we can get some in-depth discussion on how the Super Nintendo actually does what it does, and understand most of it, like this video from [Retro Game Mechanics Explained] which goes into an incredible amount of detail on the mechanics of the SNES’s memory system.

Two of the interesting memory systems the SNES uses are called DMA and HDMA. DMA stands for direct memory access, and is a way for the Super Nintendo to access memory independently of the CPU. The advantages to this are that it’s incredibly fast compared to more typical methods of accessing memory. This isn’t particulalry unique, but the HDMA system is. It allows the SNES to do all kinds of interesting tricks with its video output display like changing color gradients and doing all kinds of masking effects.

If you’re interested in the inner workings of classic consoles like the SNES, this video gets way down in the weeds in the system itself. It’s interesting to see how programmers were able to squeeze more capability from these limited (by modern standards) systems by manipulating memory like the DMA and HDMA systems do.  [Retro Game Mechanics Explained] is a great resource for exploring in-depth aspects of lots of classic games, like how speedrunners can execute arbitrary code in old Mario games.

Continue reading “Memory Mapping Methods In The Super Nintendo”

An Old Video Game Controller On Even Older Computer

For those of us not old enough to remember, and also probably living in the States, there was a relatively obscure computer built by Microsoft in the early 80s that had the strong Commodore/Atari vibe of computers that were produced before PCs took over. It was known as the MSX and only saw limited release in the US, although was popular in Japan and elsewhere. If you happen to have one of these and you’d like to play some video games on it, though, there’s now a driver (of sorts) for SNES controllers.

While the usefulness of this hack for others may not help too many people, the simplicity of the project is elegant for such “ancient” technology. The project takes advantage of some quirks in BASIC for reading a touch-pad digitizer connected to the joystick port using the SPI protocol. This is similar enough to the protocol used by NES/SNES controllers that it’s about as plug-and-play as 80s and 90s hardware can get. From there, the old game pad can be used for anything that the MSX joystick could be used for.

We’ve seen a handful of projects involving the MSX, so while it’s not as popular as Apple or Commodore, it’s not entirely forgotten, either. In fact, this isn’t even the first time someone has retrofitted a newer gaming controller to an MSX: the Wii Nunchuck already works for these machines.

Portable SNES Chiptune Player

Chiptunes are the fantastic, bleeping musical renditions of the soundchips of retro consoles past. Performers of the art overwhelmingly favour the various flavours of Game Boy, though there are those who work with such varied machines as the Commodore 64, Sega Genesis, and the Nintendo Entertainment System. A little more off the beaten track in the chiptune scene is the Super Nintendo, but [kevtris] has struck out and built a chiptune player for SNES-based music.

The heavy lifting is handled by an FPGA, which emulates the SNES’s S-SMP sound processor, and handles loading the music from the SPC-format files. Being chiptunes, these files store both the instrument data as well as the note data for the music. Audio output is clean and crisp, as heard in the test video.

The laser cut case lends the device a great aesthetic.

Case design is where this project really shines. Laser cut clear acrylic is combined with a bright LCD character display and some LEDs which create an effect not unlike a glowing magical block from your 90s platformer of choice. It’s combined with some slick capacitive buttons that avoid the need to drill holes for bulky traditional buttons. [kevtris] goes through the case design, showing how it all fits together with a combination of screws and standoffs. Being built out of a series of essentially 2D slices, the case is stacked up one layer at a time.

What really stands out about this project is the fit and finish. There’s plenty of microcontroller and FPGA projects out there that can hum out a tune, but the attention to detail paid to the case design and the neatly laid out PCB really add polish to a project like this. For a different take, why not check out this chiptune player built around a Raspberry Pi?

[Thanks Morris!]

SNES Micro Is A Pi Z Of Art

Clay is a shapeless raw material that’s waiting to be turned into awesomeness by your creativity. So is the Raspberry Pi. [Dorison Hugo] brought the two together in his artfully crafted SNES micro – a tiny retro gaming console sculpted from clay.

Continue reading “SNES Micro Is A Pi Z Of Art”

Tearing Apart The Nintendo PlayStation

The mid 90s were a weird time for video game hardware. There were devices that could play videos from compact disks. Those never caught on. Virtual reality was the next big thing. That never caught on. The Sony PlayStation was originally an add-on for the Super Nintendo. That never caught on, but a few prototype units were produced. One of these prototype ‘Nintendo Playstations’ was shipped to a company that went into bankruptcy. Eventually, the assets of this company were put up for auction, and this unbelievably rare game console was bought by [Terry Diebold] for $75.

[Terry] allowed [Ben Heck] tear into this piece of videogame history, and he has the video proof that this was a collaboration between Sony and Nintendo.

Continue reading “Tearing Apart The Nintendo PlayStation”