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Author Topic: NES/Famicom Multicarts  (Read 6823 times)

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pbj

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Re: NES/Famicom Multicarts
« Reply #40 on: April 24, 2016, 08:52:47 pm »
Regional tastes and all those game specific custom chips...


thomas_surles

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Re: NES/Famicom Multicarts
« Reply #41 on: April 24, 2016, 09:49:30 pm »
Odd I guess!  ???

I still say I'd like to see a set of carts containing what they could of the complete US library.
I think that would be super cool.

I'm actually looking into getting some of the SD cart options. The Sega Genesis one is quite reasonable, the SNES & N64 substantially more.
Being in Canada with a weal dollar I'll wait a lil bit.
wait until the week of thanksgiving. all the everdrives go 2p% off

Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #42 on: April 24, 2016, 10:17:19 pm »
Or just get the Chinese version.  They are even showing up on amazon now.  They come complete with a 8 gb sd card. 

mike boss

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Re: NES/Famicom Multicarts
« Reply #43 on: April 25, 2016, 12:37:40 am »
The Sega Genesis one is quite reasonable, under $40 US.
The SNES & N64 more, the N64 version being the most costly.
I could not find the NES "Chinese" version of the SD-Cart.


Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #44 on: April 25, 2016, 01:45:34 am »
You didn't say anything about the NES version... I mean the everdrive md. 

I'm honestly not surprised that the snes/n64 carts are so expensive.... those systems used all kinds of crazy on the cart chips, the n64 in particular. 

pbj

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Re: NES/Famicom Multicarts
« Reply #45 on: April 25, 2016, 09:44:34 am »
N64 carts only had various security chips, otherwise it was just ROMs.  I spent $300+ on a Z64 back in the day.  :-P 

Go make up incorrect facts somewhere else.



Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #46 on: April 25, 2016, 03:49:20 pm »
Umm you just said that it had various security chips.  Next time you want to get grouchy make sure you have a valid reason to. 

pbj

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Re: NES/Famicom Multicarts
« Reply #47 on: April 25, 2016, 04:35:50 pm »
A security chip is nothing like an additional processor or the like that you'd see on the NES cartridges.  The N64 ROMs are easily modified to get around it, and the security chips were emulated via software 10+ years ago. 


It's lack of demand keeping the N64 multicarts from being any cheaper.  10 games worth owning on that system and everyone has them already.






thomas_surles

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Re: NES/Famicom Multicarts
« Reply #48 on: April 25, 2016, 07:19:18 pm »
A security chip is nothing like an additional processor or the like that you'd see on the NES cartridges.  The N64 ROMs are easily modified to get around it, and the security chips were emulated via software 10+ years ago. 


It's lack of demand keeping the N64 multicarts from being any cheaper.  10 games worth owning on that system and everyone has them already.
I got my everdrive 64 from my wife for Christmas and I love it. I picked up the everdrive MD after new years and it's great. but I do regret not forking the extra cash for the mega everdrive. the load times suck.

MikakoHep

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NES/Famicom Multicarts
« Reply #49 on: June 11, 2016, 06:00:10 pm »
Ive decided to get one of the StoneAgeGamer Adaptors, and it works perfectly with my Famicom. The only thing I should note is that, like with the FC-to-NES adaptors, you must attach the cart backwards relative to the console the sale page shows carts attached the other way.

EDIT: I just noticed that the converter came with instructions, but they stuck inside the box and I didnt find them immediately. Also, the instructions indicate that it was designed for the Yobo FC if anyone cares.

P.S. I would like to ask if in a situation like this, where a significant amount of time has passed and the new post in unrelated to the previous one, should I add a new reply like this or just edit the previous post?

thomas_surles

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Re: NES/Famicom Multicarts
« Reply #50 on: June 12, 2016, 02:39:04 am »
Honestly you could add another post instead of modifying an old post, since you are adding new information. I know some other forums where people get real bent out of shape for double posting.

pbj

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Re: NES/Famicom Multicarts
« Reply #51 on: June 23, 2016, 11:28:34 am »
The 150 in 1 originally mentioned by Howard has crept down to about $6 shipped for a Famicom version.  I bit.

EDIT - another thing I noticed is that we are in the era of single game reproduction cartridges.  Roughly $15-30 each for both rare retail games and weird fan projects (like FF VII NES).  Clearly someone is able to reprogram these PCBs....



« Last Edit: June 23, 2016, 11:49:05 am by pbj »

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Re: NES/Famicom Multicarts
« Reply #52 on: June 23, 2016, 11:51:37 am »
The advent of flash EPROMS has made this stuff easier. I've been using them on my MultiVS and they're awesome.
***Build what you dig, bro. Build what you dig.***

Locke141

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Re: NES/Famicom Multicarts
« Reply #53 on: June 23, 2016, 12:15:13 pm »
The 150 in 1 originally mentioned by Howard has crept down to about $6 shipped for a Famicom version.  I bit


The venders all seem to ship world wide free. I have plans to pick up a Famicom now that I'm moving to Loas. I'v seen them for under $45 on the local version of eBay. I'll be picking up a 150 in on shortly there after.

Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #54 on: June 23, 2016, 03:09:39 pm »
The 150 in 1 originally mentioned by Howard has crept down to about $6 shipped for a Famicom version.  I bit.

EDIT - another thing I noticed is that we are in the era of single game reproduction cartridges.  Roughly $15-30 each for both rare retail games and weird fan projects (like FF VII NES).  Clearly someone is able to reprogram these PCBs....

There are points on the pcb that make me think that a proprietary McGuffin is placed over the pcb and they are flashed that way.  Unfortunately I'm not a hardware guy that can look at a chip and tell what point is for what, so I'm not sure how to re-flash them. 

As yots said, re-flashable eproms make things simpler.  If you are willing to manually flash the game you want to play via a pc connection, you can make a generic cart on most systems at this point.  Some cavets apply, like nes roms needing the proper mapper from a donor cart, ect....

I'm looking at the 70's style stuff and thinking that a bank switching cart might be the way to go.  You can easily fit 90% of the 2600 library on a couple of eeproms.  Vectrex, colecovision and ect are the same way.  (note to self:  purchase vectrex). 

I saw a Spanish site where a guy had used a cheap avr and had up/down buttons that changed the game number, displayed on 7 segment lcds, instead of dip switches for one of these 2600 multi carts.  I'm wondering how much more kit/expense it would take to have a cheap lcd just display the game label instead. 

pbj

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Re: NES/Famicom Multicarts
« Reply #55 on: July 08, 2016, 10:28:30 pm »
Mine arrived.  Pcb is different.

Anyone still running an NES needs to own one of these.

 :cheers:

thomas_surles

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Re: NES/Famicom Multicarts
« Reply #56 on: July 09, 2016, 08:32:35 am »
Mine arrived.  Pcb is different.

Anyone still running an NES needs to own one of these.

 :cheers:
Which one did you Get?

Nevermind, you said it like 4 posts up.
But you got a picture?
« Last Edit: July 09, 2016, 08:35:57 am by thomas_surles »

pbj

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Re: NES/Famicom Multicarts
« Reply #57 on: July 09, 2016, 08:45:40 am »
Here's a couple of low quality pics.  I got the Famicom version because I already had an adapter laying around.





No battery but it still has Kirby on it.


pbj

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Re: NES/Famicom Multicarts
« Reply #58 on: July 09, 2016, 11:00:05 am »
Lol Kirby don't work.  This is apparently a bootleg of a bootleg.  If you must play the crummy Kirby game, get the version with a battery.

 :cheers:

Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #59 on: July 09, 2016, 11:38:07 am »
Actually it's one of the best Kirby games and most people didn't play it because it was released near the end of the NES life cycle.  That being said, it's the one of the best Kirby games is like bragging about your highly polished turd.  Silly gamers, Kirbys for kids!

I don't know if it's from the pics or what, but it looks like the upper left pin on the back isn't connected.

pbj

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Re: NES/Famicom Multicarts
« Reply #60 on: July 09, 2016, 02:09:52 pm »
There's an unpopulated spot for a diode.  That's probably to block the cartridge from charging the (missing) battery while the system is turned on.  If I thought the presence of a battery would get Kirby going, I'd toss one on there and see what happens.  Might try it anyway...

Do you have Mario or Sonic on your splash screen?


Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #61 on: July 09, 2016, 02:29:35 pm »
It has an outline of Mario's head, so maybe this is a different cart.  Once you are in the menu it's blue with Mega Man in the corner.

Locke141

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Re: NES/Famicom Multicarts
« Reply #62 on: July 09, 2016, 04:02:40 pm »
I was a Kirby fan.  :dunno

Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #63 on: July 09, 2016, 06:57:05 pm »
I don't dislike Kirby, it's just they are decidedly kids games.  They are so easy I can make it through most of them on a single life.  Epic Yarn was worth the trip though. 

pbj

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Re: NES/Famicom Multicarts
« Reply #64 on: July 09, 2016, 09:37:15 pm »
Couple of pics... Super Mario 2 & 3 are hilariously glitchy and you cannot beat the first levels.

Also, the boot splash screen...






Cheat code works on TMNT Manhattan Project, so I'm playing through a game I never saw in person...

 :cheers:
« Last Edit: July 09, 2016, 10:51:29 pm by pbj »

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Re: NES/Famicom Multicarts
« Reply #65 on: July 09, 2016, 09:58:23 pm »
That's the same one. 

My SMB 3 was ok, I didn't try 2. 

TMNT III was one of our favs back in the day.  It's a shame that one never became an arcade game. 

Btw, I was meaning to tell someone else this.... imgur doesn't seem to be working.  I can manually put the url in a browser and it shows up, but not on the forum. 

Locke141

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Re: NES/Famicom Multicarts
« Reply #66 on: July 09, 2016, 11:16:39 pm »
This makes me miss my front loader NES. I see a cheepish one on eBay for about $50 shipped that...
Quote
"This has been tested and it does not work properly. Units keeps flashing purple screen when trying to play games.
"

Does this sound like it would be fixed by doing the lock out chip mod? Should I risk it?

Because I have a working top loader, $50-$60 is about as mush as I would pay for one at the moment.

Howard_Casto

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Re: NES/Famicom Multicarts
« Reply #67 on: July 09, 2016, 11:33:31 pm »
90% of the time, "non working" NESs just need the pins pulled out or a good cleaning.  Classic Nintendo stuff is like Buddy Lee, you can't bust 'em.

I've never even had to clip the lock out chips myself. 

pbj

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Re: NES/Famicom Multicarts
« Reply #68 on: July 09, 2016, 11:42:20 pm »


Top loader for life.   :P

Contemplating composite mod.  There is a ton of bad info out there....

Locke141

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Re: NES/Famicom Multicarts
« Reply #69 on: July 09, 2016, 11:44:48 pm »


Top loader for life.   :P

Contemplating composite mod.  There is a ton of bad info out there....

I love my top loader but want to have the 1985 look on the shelf. I'll sleep on it.

 and congratulations :cheers:

Edit: The composite mod looks cheep and easy if you are talking about this. But if I was going  to mod I would probably go all in with RGB.
« Last Edit: July 09, 2016, 11:58:05 pm by Locke141 »

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Re: NES/Famicom Multicarts
« Reply #70 on: July 10, 2016, 12:01:56 am »


Top loader for life.   :P

Contemplating composite mod.  There is a ton of bad info out there....


You just contradicted yourself there.....  if you want to use composite, you use a front loader.  Even with a composite mod, the top loader video quality is pretty poor.  I'm wondering how long it'll be before the Chinese sites start cloning the rgb mod for the nes.... then it'll be a wash as you'll be able to get the 100 dollar mod kit for 20.  ;)

Cowabunga, do machines....ect....

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Re: NES/Famicom Multicarts
« Reply #71 on: July 10, 2016, 12:33:38 am »
It's $2 worth of components difference in the front loader vs top loader circuits but whatever you say.

 ::)

Manhattan Project was a legitimately fun game.  Spamming both buttons eventually kills you, so it's not like TMNT 2 where you wanted to kick your friend for doing the jump slash over and over....

Locke141

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Re: NES/Famicom Multicarts
« Reply #72 on: July 10, 2016, 12:56:49 am »
I just ordered the 72 pin version and started losing top loaders Ebay, I'll keep at it till I get the price I want.   

I also noticed that the FAMICOM go for more then I would have thought. I have seen them in Thailand for about $45 USD and even cheeper on a local web sites. I may pick a few up to sell next summer when I come back home.
« Last Edit: July 10, 2016, 08:20:51 am by Locke141 »

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Re: NES/Famicom Multicarts
« Reply #73 on: July 10, 2016, 01:47:18 am »
I just ordered the 72 pin version. tarted losing on Ebay. I'll keep at it till I get the price I want.   

I also noticed that the FAMICOM go for more then I would have thought. I seen them in Thailand for about $45 USD and even cheeper on a local web sites. I may pick a few up to sell next summer when I come back home.

Yeah, I guess the thought behind it's appeal is you can use crazy stuff like the disk drive and the keyboard accessories and all that expansion port goodness.  Objectively speaking though, the famicom kind of sucks compared to the NES.  The gamepads are connected and the wires are short, it looks like a fisher price toy, ect...

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Re: NES/Famicom Multicarts
« Reply #74 on: July 10, 2016, 01:53:40 am »
It's $2 worth of components difference in the front loader vs top loader circuits but whatever you say.

 ::)

Manhattan Project was a legitimately fun game.  Spamming both buttons eventually kills you, so it's not like TMNT 2 where you wanted to kick your friend for doing the jump slash over and over....

I don't know what to tell ya man.  Maybe they started using cheaper parts on the later models, but usually the comparison videos show *some* top loaders with as good a picture quality as the original nes and some are noticeably worse.  How to tell which version you have is beyond me. 

What I liked about III was we finally got some new content.  You can only fight on the streets of New York so many times, to ultimately face Bebop, Rocksteady, Shredder and Krang.  Sure eventually you do those things, but the stages where the turtles are out of their element were noteworthy as well as the new bosses that were some serious deep cuts in the action figure isle.   Even turtles in time, which tried to mix it up with the time travel element, ended up being a greatest hits of the generic stages you go through in every beat-em-up. 

pbj

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Re: NES/Famicom Multicarts
« Reply #75 on: July 10, 2016, 11:50:51 am »
Yep, completely agree on Manhattan Project.  Never cared much for Turtles in Times.

My top loader is RF only and has the jail bars.  10 year old you and me wouldn't have noticed or cared.

Today I'm going to take the pcb out and shove the cart into my FOAC.  Supposedly some of these hacks don't work well on real hardware, so I'm curious to see if that'll clear up Kirby and Mario 3.


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Re: NES/Famicom Multicarts
« Reply #76 on: July 10, 2016, 06:56:19 pm »
I think it depends on what you use to display it.  The really old tvs did a great job with composite and even rf, but as tvs got cheaper, the way they handled anything but broadcast and digital started to suffer.  I've got two flat screens I play on.... one does a really good job of upscaling but constantly loses sync and another keeps sync but upscales horribly. 

I've even got a couple of crts to test on, but as they were built around the time flat screens were coming in, even they do a rather poor job. 

I would love to get a really old 1980's tv...a 25 incher.. and maybe mod it for rgb input. 

I've been trying to convert everything I have to rgb, not because I'm one of those "sharper is better" guys, but because it's too much of a hassle to get a reliable signal on anything but vga or hdmi. 

I'm curious about the FOAC as well.


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Re: NES/Famicom Multicarts
« Reply #77 on: July 10, 2016, 07:50:48 pm »
Everything works 100% on the FOAC, even the saving in Kirby.

Sigh.


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Re: NES/Famicom Multicarts
« Reply #78 on: July 11, 2016, 07:34:11 pm »
How does it save without a battery?  Is there a cap on the board or something?

thomas_surles

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Re: NES/Famicom Multicarts
« Reply #79 on: July 11, 2016, 08:33:02 pm »
How does it save without a battery?  Is there a cap on the board or something?
I was wondering the same thing

  
 

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