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Looking good DS, can't wait to get my hands on one!


What would be the functions of the 6 and 12 pin headers?
Top right (in picture 3.png) is a JTAG for the CPLD.Top left you got a 12 pin header for the LCD Display and a SWD for programming the ARM.
Thanks!
Figured out one is similar to the CPS2 display.

So the other to would be for future firmware upgrades etc. for the CPLD and ARM instead of upgrades via SD?
Or are these two connections not interesting for a normal user?
 
As I said, there is an IC in there which can be updated and everything ... there were also some scaling issues that were fixed via software, so it must do something for the AES that it couldn't handle without.
The problem there was a mistake at the graphics serializer logic. https://wiki.neogeodev.org/index.php?title=PRO-CT0

On MVS the graphics serializer is part of the motherboard design. But on AES it was put on the cartridge to make it difficult for using MVS cartridges on AES units and impossible using AES cartridges on MVS units. Because it's a custom part NeoASIC used a ACTEL CPLD (which is a programmable part) for duplicating the functionality and because the part is programmable it was possible to reconfigure it with a "flasher".
 
As I said, there is an IC in there which can be updated and everything ... there were also some scaling issues that were fixed via software, so it must do something for the AES that it couldn't handle without.
The problem there was a mistake at the graphics serializer logic. https://wiki.neogeodev.org/index.php?title=PRO-CT0

On MVS the graphics serializer is part of the motherboard design. But on AES it was put on the cartridge to make it difficult for using MVS cartridges on AES units and impossible using AES cartridges on MVS units. Because it's a custom part NeoASIC used a ACTEL CPLD (which is a programmable part) for duplicating the functionality and because the part is programmable it was possible to reconfigure it with a "flasher".
Damn you oli, wherever I go there is you :D
Thanks for the reply :)
 
@Darksoft - just wondering, will it be possible to insert/remove the SD card once the board is housed inside the case, through a slot like the Everdrives?

Thanks!
 
@Darksoft - just wondering, will it be possible to insert/remove the SD card once the board is housed inside the case, through a slot like the Everdrives?

Thanks!
Good ?; I would think not from the looks of the board. Once you have your library of games loaded, there would really be no need to do anything to the sd card, thus no need to constantly have to remove it to warrant having a slot on the case for it.
 
@Darksoft - just wondering, will it be possible to insert/remove the SD card once the board is housed inside the case, through a slot like the Everdrives?

Thanks!
Good ?; I would think not from the looks of the board. Once you have your library of games loaded, there would really be no need to do anything to the sd card, thus no need to constantly have to remove it to warrant having a slot on the case for it.
I'm sure homebrew devs would appreciate a hole in the case to access the mSD card.
 
@Darksoft - just wondering, will it be possible to insert/remove the SD card once the board is housed inside the case, through a slot like the Everdrives?

Thanks!
Good ?; I would think not from the looks of the board. Once you have your library of games loaded, there would really be no need to do anything to the sd card, thus no need to constantly have to remove it to warrant having a slot on the case for it.
I'm sure homebrew devs would appreciate a hole in the case to access the mSD card.
I suspect they will have to dig their own hole.
 
Not yet, first I have to get a prototype working using an LCD display. Once this is done, I can focus on the Menu :)
 
Wouldn't it be much simpler and efficient to build the cart "one-game-per-sd-card"?
This way a menu or selector-logic can be neglected, the cost can be drastically lowered and last but not least it would behave like a real cart.

I know y'all want it all - every single game, menu and even saving-functions.. but I think a simple and solid solution will appeal to more buyers due to lower cost and still do the trick, being able to play any game you want on it...

just my 5 cents.
 
Wouldn't it be much simpler and efficient to build the cart "one-game-per-sd-card"?
This way a menu or selector-logic can be neglected, the cost can be drastically lowered and last but not least it would behave like a real cart.

I know y'all want it all - every single game, menu and even saving-functions.. but I think a simple and solid solution will appeal to more buyers due to lower cost and still do the trick, being able to play any game you want on it...

just my 5 cents.
I don't think it is a bad idea, but then I think that a lot of users would want to have all games available at hand. The cost of 150 SD Cards won't be cheap :)
 
It would be a cool feature to *allow* this in the cart's setup. Just have a "slot" vs "menu" setting.
 
The cost of 150 SD Cards won't be cheap
Of course you only need 1 card, swapping files to play another game...

With a certain "convention" I guess this would make any homebrew-dev or patched-roms-player very happy:
e.g.
Folder Structure/SD_ROOT:
-C_ROMS
--c1
--c2
--c3
-P_ROMS
--p1
--p2
-V_ROMS
--v1
--v2
--v3
-M_ROMS
--m1

etc, just incremental rom names...
 
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