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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 12:25 pm 


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Syntax wrote:
Awesome work with the captures! Finally some nice videos showing the issue.

I'll chime in and say every single N64RGB board I have fit I have modified with a 3.3v LDO and 2 capacitors to eliminate the on screen noise.

Only some do I have to install resistors on the data lines to fix jumping pixels.


what two capacitors do you add?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 2:40 pm 


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What ever the LDO specifies


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 5:58 pm 


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gotcha.

is there anywhere to buy the N64RGBv2 or will i have to print the pcb and assemble it?

sorry if this is an obvious question; i read through the thread, but i couldn't manage to track down an answer...


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 9:33 pm 



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vol.2 wrote:
gotcha.

is there anywhere to buy the N64RGBv2 or will i have to print the pcb and assemble it?

sorry if this is an obvious question; i read through the thread, but i couldn't manage to track down an answer...

Could just be my ignorance, but I'm not aware of anyone who is currently producing any of borti's designs; I'm pretty sure the closest you're going to get in terms of prebuilt/readily-available is going to be Tim Worthington's original N64RGB kit.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 9:51 pm 


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nmalinoski wrote:
vol.2 wrote:
gotcha.

is there anywhere to buy the N64RGBv2 or will i have to print the pcb and assemble it?

sorry if this is an obvious question; i read through the thread, but i couldn't manage to track down an answer...

Could just be my ignorance, but I'm not aware of anyone who is currently producing any of borti's designs; I'm pretty sure the closest you're going to get in terms of prebuilt/readily-available is going to be Tim Worthington's original N64RGB kit.


thanks.

this is the conclusion i came to, but i just asked in case i completely missed something.
also, bortis' github page basically says that he doesn't sell em. but also, it seems like someone could make a bunch and sell em if they wanted.

if i was going to do one of bortis' designs, is there any opinions about the N64 Advance vs N64RGBV2? seems like Advance also does higher res if i want it to, probably higher quality but more $$? or is there something to consider I'm missing?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 10:37 pm 


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I have an N64A, highly recommend it. There are a few major perks. First as you said it allows higher resolutions - Line x2 and Line x3 for 240p, and bob deinterlacing, along with scanlines. It can also output component (through RCA with a custom cable). This is awesome as it allows it to work on many modern TVs, almost like running it through an OSSC. It means you can take your N64 to a friend's house and plug it straight into their TV without needing a bunch of extra equipment. It also has the potential for future updates, though obviously nothing is guaranteed.. the line x3 update was only a few months ago.

Still, if you're sure those features would be of no benefit to you then there is no harm in going for the N64RGBv2 for simplicity's sake.

I haven't looked at the difference in price, but I suspect it's not gonna be all that huge. It will be a bit tougher to solder the FPGA by hand but the actual install is pretty similar.

Also I think Matt from VGP has shown interest in borti's boards before but not sure if there has been any progress on that.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 07, 2019 11:32 pm 


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Syntax wrote:
Yup, I always check hoping one day I'll get one without noise, I even made my own PSU out of a laptop PSU and it changed nothing.

Music and controller inputs can be seen on the 3.3v line via scope. Both can be seen by eye on light backgrounds, controller inputs being barely noticeable.


That's interesting. I was under the impression that maybe only certain board revisions or aging capacitors on the console/AC adapter were the culprits. I wonder why the N64RGBv2, N64A, and UltraHDMI aren't affected by this?

nmalinoski wrote:
I read the oshpark page, which says it's designed for use with those RGB boards; it doesn't say it is only applicable to them, thus my question.


Honestly I don't have enough of a technical understanding to say why the N64RGBv2, N64A, and UltraHDMI aren't affected by this issue. Hopefully someone else can chime in.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 12:13 am 


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unmaker wrote:
Honestly I don't have enough of a technical understanding to say why the N64RGBv2, N64A, and UltraHDMI aren't affected by this issue. Hopefully someone else can chime in.


borti had this to say at the end of a long thread on this topic here:

borti4938 wrote:
The problem with viletims design and my N64RGBv1 (which will probably be discontinued quite soon) is that the digital and analog domain is simply separated using R2R ladder, which is not optimal in point of view; especially with the rather long ground wire of the conventional installation method (modding board placed on top of the heat spreader).

Have you ever tried my N64RGBv2, where digital and analog domain is separated a video DAC IC?


Along with a DAC IC instead of RDR ladder, these other boards are also able to use 5V from the AV out instead of the 3.3V supply that is the root of the issues.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 12:46 am 


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Kez wrote:
unmaker wrote:
Honestly I don't have enough of a technical understanding to say why the N64RGBv2, N64A, and UltraHDMI aren't affected by this issue. Hopefully someone else can chime in.


borti had this to say at the end of a long thread on this topic here:

borti4938 wrote:
The problem with viletims design and my N64RGBv1 (which will probably be discontinued quite soon) is that the digital and analog domain is simply separated using R2R ladder, which is not optimal in point of view; especially with the rather long ground wire of the conventional installation method (modding board placed on top of the heat spreader).

Have you ever tried my N64RGBv2, where digital and analog domain is separated a video DAC IC?


Along with a DAC IC instead of RDR ladder, these other boards are also able to use 5V from the AV out instead of the 3.3V supply that is the root of the issues.


Thank you! That's the answer I was looking for. According to leonk's post it seems the issue is related to excessive ground loops. I now wonder if the 3.3v LDO fix can be skipped and by simply isolating the multiAV ground pin to the N64RGB board could be sufficient enough.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 1:38 am 


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vol.2 wrote:
if i was going to do one of bortis' designs, is there any opinions about the N64 Advance vs N64RGBV2? seems like Advance also does higher res if i want it to, probably higher quality but more $$? or is there something to consider I'm missing?


I've used and tested the N64A quite a bit and here are my impressions:

pros:
-the most feature rich N64RGB board out at the moment
-has options to output in RGBs, RGsB, RGBHV, and YPbPr
-for 240p games you can line2x/line3x for 480p and "pseudo" 720p output
-for 480i games you can de-interlace for 480p output
-240p/480i games such as Perfect Dark 64 work perfectly if you have both line2x and de-interlaced enable for constant 480p output
-the only way to output 480p/720p directly to your multisync monitor without the need for external devices (works perfectly on my PVM-20L5)
-scanline options
-has the ability to adjust gamma which is great for dark games such as Doom 64
-LPF options if you also install borti's Filter AddOn board (this cannot be used with RGBHV output)
-you can save your settings so you don't have to make adjustments each time you power on your console
-if outputting in RGBHV you can buy a cheap VGA->HDMI converter and play in 480p/720p on your HDTV. The picture looks quite good but there are some cons mentioned below.

cons:
-If using HD Retrovision cables you will not be able to use the line-doubling features unless you: 1. modify the cables to use CSYNC instead of composite sync (use 75ohm CSYNC if you do), 2. isolate the composite video pin and replace it with 75ohm CSYNC from the N64A board. No more composite video with option 2 but I don't see this as such a big deal because who cares about composite video anyway? Making your own component cable is not difficult and IMO the preferred option here.
-the features might be overkill for some. If you're setup is an OSSC->HDTV you're not going to need the N64A's line-doubling and scanline options
-has compatibility issues if installed alongside an UltraHDMI (I'm working on a solution for this with borti's help)
-the most expensive parts of any N64RGB board out at the moment
-the "psuedo" 720p isn't a true 720p signal, obviously. It is unrecognized by my both of my HDTV's via component but works on my PVM-20L5 via compoent, RGBs, and RGsB. It also works great on my LCD monitor. The only way I can get the "pseudo" 720p output to work on either of my HDTV's is by outputting in RGBHV and using a VGA->HDMI converter. Even then, it doesn't fill in the whole screen but I am still pleased with the picture quality.


Here are some pictures:

"pseudo" 720p output via RGBHV on my HDTV using a VGA->HDMI converter (does not fill in the whole screen):
Spoiler: show
Image


480p output via RGBHV on my HDTV using a VGA->HDMI converter (part of the left side is cut off, even with the OSSC):
Spoiler: show
Image


another 480p via RGBHV on my HDTV using VGA->HDMI to where it's easier to see the picture cut off:
Spoiler: show
Image


480p output on my HDTV using a custom made component cable (fills in the whole screen):
Spoiler: show
Image


720p output via RGBHV on my LCD monitor which shows how my monitor detects the signal:
Spoiler: show
Image


here are some videos:

Doom 64 where I go through some of the N64A features and demonstrate how useful the gamma adjustment is in this game: https://streamable.com/0osca

here I'm testing the N64A and UltraHDMI installed within the same console but you can see the 480p and 720p output on my PVM-20L5: https://streamable.com/pnvnz

I might have forgotten a few things but that should give you an idea :D
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 2:21 am 


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I will be assembling some N64 Advanced kits and N64RGBv2 boards. My N64A PCB's have actually arrived today:

Image

I will only do a small batch of each to test the waters. Depending on how these sell I may do more. I've been wanting to assemble these boards since they came out but I never did because:

1. even though these boards are open source something just doesn't feel right to me about making a profit off of someone else's designs
2. I always assumed someone else such as videogamingperfection would sell pre-assembled boards.
3. I don't have much clout in the retro community so I was worried about assembling a batch of boards and hardly any would sell
4. I don't know how well these would sell due to pricing and demand. The N64A has plenty of components and the most expensive components of any N64RGB board out there. Why would someone spend $120 on a N64A board when they can spend just a bit more for an UltraHDMI kit?

Seeing that no one else has assembled these boards I've decided to go through with it. With regards to the $120 price tag, I've talked to someone who purchased 2 pre-assembled N64 Advanced boards for $120 each from a popular retro modder and one of the boards didn't even work. I don't think the boards even had the firmware flashed. Well my N64A boards will be guaranteed to work but will also include borti's resistor adapter, Filter AddOn board, M3 mounting screws/washers for proper mounting onto the heatsink, and ground fingers soldered onto the N64A PCB.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 2:39 am 


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unmaker wrote:
I might have forgotten a few things but that should give you an idea :D


thanks for all of the information! i will definitely watch your videos. :D

i think this is the way to go for me because i am mostly interested in using it for my PVM and would see a benefit from the component option on some consumer crts.

i'm not sold on HDMI mods yet because i feel like i can just use emulation for that and won't notice the difference. maybe I'm wrong about that, but I love my mame stuff and it looks great to me.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 2:42 am 


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unmaker wrote:
I will be assembling some N64 Advanced kits and N64RGBv2 boards.


sweet.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 2:43 am 



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I use an N64A board, wonderfully assembled and installed by unmaker, and couldn't be happier with it. I think these are great for people like me who want the best possible N64 experience but play exclusively or primarily on a CRT, and thus have no need for an UltraHDMI. For some people it may also make more sense to use one of these in combination with an OSSC, which covers any other system as well for use with a flat panel.

This board has the Filter AddOn, though I can't figure out what it does reading the github info. Mine's Filter Cut-Off value is set to (bypassed) by default in the Miscellaneous settings, and can cycle through the values Auto, 9.5MHz, and 18.0MHz. I can tell there's a subtle change in the picture but can't figure out what this does exactly.

I got a USB blaster to install the newer firmware with pseudo 720p, but I've decided to hold off on it because unmaker told me that there is a minor bug with picture mod switching. I'd also like to wait for the 3x output to be recognized as 4:3 with borders on a widescreen display (which is what I use) because I don't think I'd really use it with the stretched picture. Not sure if this will be possible though.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 08, 2019 2:48 am 


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unmaker wrote:

Thank you! That's the answer I was looking for. According to leonk's post it seems the issue is related to excessive ground loops. I now wonder if the 3.3v LDO fix can be skipped and by simply isolating the multiAV ground pin to the N64RGB board could be sufficient enough.


Leonk does that and says it works fine, I have never tested because the grounds are a bitch to remove from the AV port without desoldering the whole thing or hacking it up badly.

In short.

N64 has noisy 3.3v rail - Audio and controller inputs can bee seen on scope.

Tims N64rgb and Bortis old boards use the 3.3v line which transfers the noise to video.

Adding your own 3.3v LDO to these boards eliminates the issue.
Also modding Tims board to power the THS7374 with 5v may be better than the current 3.3v design. Requires trace cuts.

Using borti's resistor adapter flat cable may stop jumping pixels.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri May 10, 2019 1:13 am 


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fernan1234 wrote:
I use an N64A board, wonderfully assembled and installed by unmaker, and couldn't be happier with it. I think these are great for people like me who want the best possible N64 experience but play exclusively or primarily on a CRT, and thus have no need for an UltraHDMI. For some people it may also make more sense to use one of these in combination with an OSSC, which covers any other system as well for use with a flat panel.

This board has the Filter AddOn, though I can't figure out what it does reading the github info. Mine's Filter Cut-Off value is set to (bypassed) by default in the Miscellaneous settings, and can cycle through the values Auto, 9.5MHz, and 18.0MHz. I can tell there's a subtle change in the picture but can't figure out what this does exactly.

I got a USB blaster to install the newer firmware with pseudo 720p, but I've decided to hold off on it because unmaker told me that there is a minor bug with picture mod switching. I'd also like to wait for the 3x output to be recognized as 4:3 with borders on a widescreen display (which is what I use) because I don't think I'd really use it with the stretched picture. Not sure if this will be possible though.


Thank you for the kind words fernan! When sending an analog signal to a digital device there should be at least one filter in the chain. Without a low-pass filter there will be video noise which looks like jailbars. Some pics to demonstrate:

With LPF:
Spoiler: show
Image


Without LPF:
Spoiler: show
Image


Obviously not a N64 but the same applies. The Filter AddOn is most useful for people who are outputting to their capture cards or HDTV's which don't have filtering options. My Datapath-E1S capture card does not have any filtering options but both of my HDTV's do. As for the 720p black screen issue, it's been much improved with the latest firmware.

Syntax wrote:
Leonk does that and says it works fine, I have never tested because the grounds are a bitch to remove from the AV port without desoldering the whole thing or hacking it up badly.

In short.

N64 has noisy 3.3v rail - Audio and controller inputs can bee seen on scope.

Tims N64rgb and Bortis old boards use the 3.3v line which transfers the noise to video.

Adding your own 3.3v LDO to these boards eliminates the issue.
Also modding Tims board to power the THS7374 with 5v may be better than the current 3.3v design. Requires trace cuts.

Using borti's resistor adapter flat cable may stop jumping pixels.


That sums it up perfectly. This should be stickied somewhere.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri May 10, 2019 2:27 am 


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unmaker wrote:
Syntax wrote:
Leonk does that and says it works fine, I have never tested because the grounds are a bitch to remove from the AV port without desoldering the whole thing or hacking it up badly.

In short.

N64 has noisy 3.3v rail - Audio and controller inputs can bee seen on scope.

Tims N64rgb and Bortis old boards use the 3.3v line which transfers the noise to video.

Adding your own 3.3v LDO to these boards eliminates the issue.
Also modding Tims board to power the THS7374 with 5v may be better than the current 3.3v design. Requires trace cuts.

Using borti's resistor adapter flat cable may stop jumping pixels.


That sums it up perfectly. This should be stickied somewhere.


Pretty much, anything else you see will be software side and can usually be removed by applying IPS/APS patches in Everdrive menu.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri May 10, 2019 2:52 am 


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unmaker wrote:
fernan1234 wrote:
I use an N64A board, wonderfully assembled and installed by unmaker, and couldn't be happier with it. I think these are great for people like me who want the best possible N64 experience but play exclusively or primarily on a CRT, and thus have no need for an UltraHDMI. For some people it may also make more sense to use one of these in combination with an OSSC, which covers any other system as well for use with a flat panel.

This board has the Filter AddOn, though I can't figure out what it does reading the github info. Mine's Filter Cut-Off value is set to (bypassed) by default in the Miscellaneous settings, and can cycle through the values Auto, 9.5MHz, and 18.0MHz. I can tell there's a subtle change in the picture but can't figure out what this does exactly.

I got a USB blaster to install the newer firmware with pseudo 720p, but I've decided to hold off on it because unmaker told me that there is a minor bug with picture mod switching. I'd also like to wait for the 3x output to be recognized as 4:3 with borders on a widescreen display (which is what I use) because I don't think I'd really use it with the stretched picture. Not sure if this will be possible though.


Thank you for the kind words fernan! When sending an analog signal to a digital device there should be at least one filter in the chain. Without a low-pass filter there will be video noise which looks like jailbars. Some pics to demonstrate:

With LPF:
Spoiler: show
Image


Without LPF:
Spoiler: show
Image


Obviously not a N64 but the same applies. The Filter AddOn is most useful for people who are outputting to their capture cards or HDTV's which don't have filtering options. My Datapath-E1S capture card does not have any filtering options but both of my HDTV's do. As for the 720p black screen issue, it's been much improved with the latest firmware.

Syntax wrote:
Leonk does that and says it works fine, I have never tested because the grounds are a bitch to remove from the AV port without desoldering the whole thing or hacking it up badly.

In short.

N64 has noisy 3.3v rail - Audio and controller inputs can bee seen on scope.

Tims N64rgb and Bortis old boards use the 3.3v line which transfers the noise to video.

Adding your own 3.3v LDO to these boards eliminates the issue.
Also modding Tims board to power the THS7374 with 5v may be better than the current 3.3v design. Requires trace cuts.

Using borti's resistor adapter flat cable may stop jumping pixels.


That sums it up perfectly. This should be stickied somewhere.


this is what an extron RGB interface is supposed to take care of, correct?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri May 10, 2019 3:24 am 


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vol.2 wrote:
this is what an extron RGB interface is supposed to take care of, correct?


With regards to the commonly used extron devices used for handling analog signals, I don't know that any of them have LPF options. I don't have any first-hand experience with any extron devices so I could be wrong.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat May 11, 2019 11:31 pm 



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Does anyone have any interest in one of borti's 3.3V regulator boards in kit form or assembled? I bought parts for 3 boards and will not have any use for them.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 14, 2019 8:52 pm 



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Can someone please catch me up on the state of N64 and RGB mods? There are entirely too many pages here for me to scroll through. I know this is technically a thread about deblur, but I'm not that interested in that functionality. What I am curious about is the noise. I have an original N64RGB from Tim and no matter how I wire it or what cable I use to connect it, there's slight static noise in the video. Audio is not affected. It's not the worst ever and I've lived with it so far, but if there's a better solution now, it might be worthwhile to swap out the mods. My system is the model that can use, say, Voultar's mod, so it doesn't need to be super fancy as long as it offers some improvement. Thanks!


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 14, 2019 9:22 pm 



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thebigcheese wrote:
Can someone please catch me up on the state of N64 and RGB mods? There are entirely too many pages here for me to scroll through. I know this is technically a thread about deblur, but I'm not that interested in that functionality. What I am curious about is the noise. I have an original N64RGB from Tim and no matter how I wire it or what cable I use to connect it, there's slight static noise in the video. Audio is not affected. It's not the worst ever and I've lived with it so far, but if there's a better solution now, it might be worthwhile to swap out the mods. My system is the model that can use, say, Voultar's mod, so it doesn't need to be super fancy as long as it offers some improvement. Thanks!

To the best of my knowldege:
  • Simple RGB bypass mod
    • Compatibility: Limited to NS1-serialed N64s
    • Deblur: No
    • Video output: RGB, native resolutions/framerates only
    • OSD: No
    • Availability: Readily-available, preassembled (Voultar, others)
    • Affected by the 3.3V power isolation issue: No (to my knowledge)
  • Tim Worthington N64RGB
    • Compatibility: All N64 models
    • Deblur: Yes
    • Video output: RGB, native resolutions/framerates only
    • OSD: No
    • Availability: Readily-available, preassembled (etim.net.au)
    • Affected by the 3.3V power isolation issue: Yes, fixable with the 3.3V regulator addon
  • borti N64RGB v1
    • Compatibility: All N64 models
    • Deblur: Yes
    • Video output: RGB, native resolutions/framerates only
    • OSD: No
    • Availability: None/DIY (GitHub)
    • Affected by the 3.3V power isolation issue: Yes, fixable with the 3.3V regulator addon
  • borti N64RGB v2
    • Compatibility: All N64 models
    • Deblur: Yes
    • Video output: RGB, native resolutions/framerates only
    • OSD: No
    • Availability: None/DIY (GitHub)
    • Affected by the 3.3V power isolation issue: No
  • borti N64RGB Advanced
    • Compatibility: All N64 models
    • Deblur: Yes
    • Video output: RGB, native resolutions plus line-doubling to 480p/576p, native framerates only
    • OSD: Yes
    • Availability: None/DIY (GitHub), although unmaker has announced a run of these boards
    • Affected by the 3.3V power isolation issue: No
  • UltraHDMI (I think this counts)
    • Compatibility: All N64 models
    • Deblur: Yes
    • Video output: RGB, native resolutions/framerates plus configurable scaling to 480p/576p/720p/1080p at 50/60Hz
    • OSD: Yes
    • Availability: Recurring (Shmups group-buy thread)
    • Affected by the 3.3V power isolation issue: No


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 14, 2019 10:26 pm 


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thebigcheese wrote:
Can someone please catch me up on the state of N64 and RGB mods? There are entirely too many pages here for me to scroll through. I know this is technically a thread about deblur, but I'm not that interested in that functionality. What I am curious about is the noise. I have an original N64RGB from Tim and no matter how I wire it or what cable I use to connect it, there's slight static noise in the video. Audio is not affected. It's not the worst ever and I've lived with it so far, but if there's a better solution now, it might be worthwhile to swap out the mods. My system is the model that can use, say, Voultar's mod, so it doesn't need to be super fancy as long as it offers some improvement. Thanks!


tldr:

there was discovered an issue where the 3.3v power rail introduces noise from the system into the video. it's fixed by powering the video board with a separate power source, or the existing 5v rail from the multiport.

i believe you just have to mod your mod, not replace it. can send it out to a guy, or probably you'll end up reading back to ascertain the details. maybe someone else can point you to specific option for the power supply replacement


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 14, 2019 10:28 pm 


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Is anyone selling the 3.3V regulator boards pre-assembled?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue May 14, 2019 10:51 pm 



Joined: 19 Jul 2017
Posts: 1567
bobrocks95 wrote:
Is anyone selling the 3.3V regulator boards pre-assembled?

Not to my knowledge.

I have the parts for three boards and can do assembly. On the flip side, I don't really have a way of testing them beyond verifying the components with my multimeter.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 15, 2019 12:29 am 


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Posts: 72
Location: Arkansas
bobrocks95 wrote:
Is anyone selling the 3.3V regulator boards pre-assembled?

Soon. I have all of the parts I just haven't had the time to assemble a batch.

Also I have a modified version of the V1 design with the 3.3v regulator built in. Still haven't had a chance to assemble and test it, but I can't foresee there being any issues.
Image
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plus c'est la même chose,
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 15, 2019 1:16 pm 



Joined: 21 Aug 2016
Posts: 542
nmalinoski wrote:
To the best of my knowldege:


Thanks! Honestly, as long as Voultar's board isn't affected, I'd probably just go that route rather than modding my existing mod. I've already messed up the N64RGB a bit by pulling up one of the ground pads (not the worst, but still), so at this point I'd rather just replace it. Is anyone able to confirm that it isn't affected? Otherwise I'd have to look into either the 3.3v thing or one of Borti's newer kits.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat May 18, 2019 1:11 am 


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Posts: 127
thebigcheese wrote:
Can someone please catch me up on the state of N64 and RGB mods? There are entirely too many pages here for me to scroll through. I know this is technically a thread about deblur, but I'm not that interested in that functionality. What I am curious about is the noise. I have an original N64RGB from Tim and no matter how I wire it or what cable I use to connect it, there's slight static noise in the video. Audio is not affected. It's not the worst ever and I've lived with it so far, but if there's a better solution now, it might be worthwhile to swap out the mods. My system is the model that can use, say, Voultar's mod, so it doesn't need to be super fancy as long as it offers some improvement. Thanks!


This makes me think there should be a separate thread dedicated to all the N64 RGB options currently available. This thread is more specific to N64 blurring and most people are going to find it inconvenient to sift through 37 pages, and any additional pages that may come, to learn about their options.

Arthrimus wrote:
bobrocks95 wrote:
Is anyone selling the 3.3V regulator boards pre-assembled?

Soon. I have all of the parts I just haven't had the time to assemble a batch.

Also I have a modified version of the V1 design with the 3.3v regulator built in. Still haven't had a chance to assemble and test it, but I can't foresee there being any issues.
Spoiler: show
Image


This is neat. I think this could be the better choice over the N64RGBv2 simply because the total cost of components is probably less and the outputs are virtually the same. The DAC IC the N64RGBv2 uses is like ~$10.

One of my reasons for comparing the two in my post is I recall borti saying the v2 would have a superior output because a DAC IC > R2R ladder. When I compare pics of the two there is a small difference. The v1 looks a bit brighter or more saturated to my eyes and I don't know if that's a good or bad thing. Maybe there is someone pedantic enough to hook these up to a scope and can determine which one is "better" in terms of measurements. I'm fairly certain there are objective standards to this stuff. There are enough pedants in the community, such as myself, who would prefer one over the other even if it's a 0.001% improvement :lol: . This is also true for some audiophiles who are always looking for the smallest improvement in measurements that even goes outside the scope of human hearing. This can be seen at amirm's measurements at audiosciencereviews. Putting audiophile subjectivity aside, he has shown that audio DAC's with IC's are generally better at dealing with distortion, saturation, etc. than R2R DAC's.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Jun 02, 2019 1:59 am 



Joined: 27 Mar 2019
Posts: 3
Im experiencing some issues with viletim's n64rgb. I read to update the .pof file. I updated with both viletims and borti's pof file, but the same issue persists. Any one familiar with this issue?

https://imgur.com/W7IydpK
https://imgur.com/JQ477VT
https://imgur.com/fS9PKAt
https://imgur.com/fJ0TDRO
https://imgur.com/gRXXlrD

I can get more/different images too


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Jun 02, 2019 3:58 am 


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Posts: 72
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22asd wrote:
Im experiencing some issues with viletim's n64rgb. I read to update the .pof file. I updated with both viletims and borti's pof file, but the same issue persists. Any one familiar with this issue?

https://imgur.com/W7IydpK
https://imgur.com/JQ477VT
https://imgur.com/fS9PKAt
https://imgur.com/fJ0TDRO
https://imgur.com/gRXXlrD

I can get more/different images too

What are you using for sync?
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plus ça change,
plus c'est la même chose,
The more that things change,
The more they stay the same.- RUSH- Circumstances

I install and sell mods at arthrimus.com | SNES RGB Bypass+Dejitter available now! | Watch me live stream my work on YouTube


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