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  • Quote from xodaraP: “No, you remove ALL wires, then update firmware then connect new wires. If you had the old reset wire connected during the flash you may have corrupted the bootloader and will need the discovery programmer to reload it ” You don't need to remove the wires to update when using a SD card. Only if you're updating the bootloader using the discovery board (because the testpoint pins are the same ones used by the discovery to connect to the STM32).

  • Quote from XianXi: “I'm about to lose my shit today. For some reason with nothing changed, I now get no video. The LCD displays that a game is playing but there is nothing on screen. Only wire that's ever been connected in this whole process has been the SDW5. Tried booting it a few times and flash.img is still sitting in the folder. Should I blank the card and start over? This was a fully working multi before adding the two files. ” If you update the firmware you have to update the wiring too b…

  • Actually some games you can just change a byte somewhere on the rom to change the region. I suggest you instead write all brazilian roms because if you don't do that the memory test may fail.

  • Quote from Wall-Garants: “Quote from l_oliveira: “Brazil boards can be anything, Green, Gray, Orange even Yellow (Yellow is supposed to actually be rental boards) but they will always be marked with that logo on them. Since the plastic is melted and then painted silver like that it's impossible to undo. ” Leonard do you know how the codes were inserted in the Brazilian roms so that they had the option of turning the CARD DISPENSER on and off? ” Nothing is inserted. The USA/JPN/EURO ROMs have the…

  • Quote from syntax_X: “You missed the part where I said I put the original Z80 back in mate. It doesn't happen on your Multi l_oliveira because yours is not faulty obviously. I did say how I used this on 2 different A+B boards and had the same results, maybe you missed that.. I explained my issues in great detail and you guys never gave me a decent suggestion how to fix it. Then I look on Facebook yesterday and see you helped out BEN FONG with his sound issues.... Why did you never suggest this f…

  • I've never seen the issues you mention on my multi and I used many different B boards with it. A boards too. Perhaps your multi unit has a faulty buffer on the Z80 portion? Also the Z80 on the CPS2 is running at 8Mhz, the Neo Geo one is rated for 4Mhz and it runs at that speed. I don't see using a Neo Geo Z80 on a CPS2 going well by any measure lol. (100% overclock on such a slow/old chip)

  • VSAV2 and VHUNT2 are "the same game" which they had to split in "two" because the graphics would not fit on the hardware. The program ROM for the two games are "almost identical" on the sense that the code is mostly the same, they just have different "scripts" on the same game engine to make them "look different". For something similar, think of how SEGA split SONIC 3 from Mega Drive/Genesis into two different games (SONIC3 and SONIC & KNUCKLES) due to time constraints while developing it.

  • We even had people from VGMRIPS discuss on the topic of the Capcom AMP being required for the effect to function properly. That was a topic of conversation there a while ago. I think around August. The three small one sided ICs on the PCB are operational amplifiers. They are connected on a sort of equalizing circuit which does the analog part of the Q-SOUND processing. Is there any schematic of that amp around the net?

  • Quote from donluca: “Quote from Jdurg: “Just curious, but what are your qualifications for stating this? ” I could tell you I've worked with audio for years and seen and repaired countless DACs, ADCs, pre-amplifiers and power amps, and that would be as good as saying I was an ex-Capcom employer, but honestly I couldn't give a flying fuck about it, so just take a look at the board and see it for yourself:…p/&postID=17063#post17063 (thanks to @acblunden2 for the pic)…

  • The encrypted set has no issues? If that is the case then there are bugs on the main CPU decrypt. I don't remember who decrypted that game, though.

  • Quote from d7onr8: “Pocket fighter or Puzzle Fighter? My post was about Puzzle Fighter. ” Puzzle fighter has only one eprom, no? If most two. I don't know that one well. I thought it was pocket fighter because the non japanese name is different. My mistake. Anyway the sound problem has to do with the eprom 01 and 02, not the 03-10 eproms. It has to do with the sound CPU rom expecting reads from socket 02 return open bus. I told the people preparing the romsets to mirror the chips data and they d…

  • what? Pocket fighter has only one version of the game for all regions and it has only the eprom 03 encrypted.

  • The pair of 2KB SRAMs connected to the LSPC are pinout compatible with 6116s but are of a special type since they're very fast (35ns) and putting slower 6116s there will be bad. Just commenting so you don't overlook that detail. The 6116 used on the sound CPU are very slow, like 100ns or something like that.

  • If you drop all the dip switches you make the SNK BIOS (and I suppose the UNIBIOS also) go into self test mode which forces the board to cycle ram testing indefinitely until it finds a fault condition. You could try that until you get the test bios set.

  • It's a lot better when you have pointers on where to look for problems, no?

  • Vertical lines on the sprites, check the ZMC2 chip (C-ROM pixel data serializer). If it is in only one slot check the slot buffers.

  • The jumpers have ABSOLUTELY NO EFFECT on the CPS2 MULTI. The purpose of the jumpers were select the function of the pin 32 (BYTE on 27C160, A20 on 27C322) . The CPS2 multi does not use the pin 32 at all, it collects A20 bus signal from the white connectors. Therefore stop telling people to mess with the jumpers. (lol)

  • That looks pretty much like connection problems between the LSPC chip (generates timing and memory addresses for the graphics subsystem) and the FIX ROM latches. As these same traces follow on to the cart slot it is very likely other graphics related functions (sprites) will also be affected/glitched. These characters being displayed are pieces of a kanji font character (which uses four 8x8 tiles per each character).

  • The DSP on the CPS1Q and CPS2 actually does Q-SOUND processing but it generates a normal stereo signal which need further analog processing (the mathematical algorithm on the DSP takes the presence of the mixing circuit in consideration I suppose) so the game can control the position of the audio for the listener. There's a very complex API on the games for said effects, early games like "The Punisher" exposes it on the sound test menu. Because of the amount of data that has to be transferred, t…