NESRGB board available now

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leonk
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Re: NESRGB board available now

Post by leonk »

I hope the following will help others in getting the NESRGB installed in a standard top loader. While waiting for the kit to come in I went ahead with prepping the system.

1. Getting video out of an nes.

Even though the NESRGB comes with a minDIN connector for RGB (as well as Svideo) it felt kind of wrong to install a connector that was more common in a Sega system or Neo Geo; this is a Nintendo after all, the best solution for me was one that felt it was always there. There's only 1 solution - the multiAV port that Nintendo used in the famicom AV, snes, N64 and GameCube! So my search was on for a dead system to steal the port from it. Today, I picked up a dead GameCube for a song and boy am I glad it was this system:

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Unlike previous systems, the GameCube port is actually shielded! It also has compression prongs to hold the connector from falling out! Note that I cut one of the ground prongs so it will fit in the system better. Next, I was debating how to get the wires to it. Unlike the snes port, the pins in the GameCube port don't bend up as there is a metal shield in the way (they're also molded in place stronger) there was only 1 solution: do what Nintendo did with the AV famicom: go down

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It's all screwed back together now. Surprisingly, globs of solder on the ground post are more than sufficient in holding the port in place and prevent it from moving. The metal shield also screwed back in place with no issues. Now waiting for the NESRGB.
markfrizb
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Re: NESRGB board available now

Post by markfrizb »

cr4zymanz0r wrote:
markfrizb wrote:
cr4zymanz0r wrote: Forgive my ignorance, but the audio mixing, are there sounds that are not heard without the mixing?

I'm not very familiar with the famicoms.....
Yes, some sound would be missing on certain Famicom games without modding the NES. The more notable games being Akumajo Densetsu (Japanese Castlevania 3), Gimmick!, and Lagrange Point. Some Famicom games contain extra sound hardware in them that gets mixed into the standard Famicom/NES audio. You can find more info and a list of applicable games here: http://famitracker.com/wiki/index.php?t ... sion_sound
Thanks!

So Tim's revision on the NESRGB will be able to add those extra sounds to the audio (mono) output, right?
bryan_c
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Re: NESRGB board available now

Post by bryan_c »

cr4zymanz0r wrote:My RGB NESicom is done! http://imgur.com/a/GgxdF
1.) Mod your Famicom converter the usual way of connecting pin 46 of the Famicom side to pin 18 of the NES side with a 100K ohm resistor and a 4.7uF capacitor: http://farm4.static.flickr.com/3255/312 ... f33a_b.jpg

2.) On the regular front loader sound circuit you would connect expansion pin 40 to expansion pin 3 which would mix the Famicom expansion audio into the NES sound circuit. Do not do this because if pin 3 is connected then the Famicom expansion audio won't be present on the NESRGB sound output. Instead we will be connecting a 20K ohm resistor to pin 40 on the NES expansion port and running a wire from that to the NESRGB board. Here's a picture of expansion pin 40 http://i.imgur.com/nNixYV3.jpg.
You will run the wire around to the NESRGB board and connect it to one of the red points in this picture http://i.imgur.com/XCEwnaL.jpg?1. Don't worry if you bridge the 2 red connections. They are already connected on the PCB.
So, if a 20K ohm resistor is used to connect expansion pin 40 to the NESRGB where a wire from expansion pin 40 to 3 would be used in the 100K ohm + cap adaptor mod, and if the similar-but-slightly-different PowerPak audio mod normally uses a 47K ohm resistor from expansion pin 9 to 3, would it follow that the PowerPak audio mod + NESRGB would use 67K ohms of resistance from expansion pin 9 to the relevant point on the NESRGB board?
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cr4zymanz0r
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Re: NESRGB board available now

Post by cr4zymanz0r »

markfrizb wrote: Thanks!

So Tim's revision on the NESRGB will be able to add those extra sounds to the audio (mono) output, right?
I believe so from how he made it sound. You will still need to mod the Famicom adapter as I showed previously, but the last bit going from the NES to the NESRGB board appears it will be slightly simplified on Tim's upcoming revision. He'll be integrating the resistor and adding a nice solder pad. So you'll just solder one 1 wire to pin 40 on the NES expansion port and the other end of the wire to the new solder pad he's adding (If I interpreted him correctly).
bryan_c wrote: So, if a 20K ohm resistor is used to connect expansion pin 40 to the NESRGB where a wire from expansion pin 40 to 3 would be used in the 100K ohm + cap adaptor mod, and if the similar-but-slightly-different PowerPak audio mod normally uses a 47K ohm resistor from expansion pin 9 to 3, would it follow that the PowerPak audio mod + NESRGB would use 67K ohms of resistance from expansion pin 9 to the relevant point on the NESRGB board?
Yes. I'll try to give a little more detail. When doing the Famicom audio or powerpak audio mod on a regular unmodded NES front loader, both end up going to expansion pin 3. Expansion pin 3 then goes to a 20K resistor which then goes to the rest of the NES sound circuit. Basically all I did was route the Famicom audio to the same point in the NESRGB sound circuit that it would be routed to when going to expansion pin 3 to 20K resistor to the default NES sound circuit. So yes, even when doing the powerpak mod where the 47K resistor is added, it ends up being a total of 67k resistance before hitting the NES sound circuit due to the 20K resistor after expansion pin 3

If you only want the powerpak audio to get to the NESRGB sound circuit you could connect a 67K resistor (or 47K and 20K resistor in series) to expansion pin 9 and the other end to the same point I highlighted on the NESRGB board.

If you want both Famicom audio and powerpak audio then Do the mod I showed in the earlier post, then additionally connect expansion pin 9 to expansion pin 40 with a 47K resistor. (Note: I haven't tested the powerpak portion myself, but the theory is sound).
Last edited by cr4zymanz0r on Sat Nov 16, 2013 4:55 am, edited 1 time in total.
markfrizb
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Re: NESRGB board available now

Post by markfrizb »

This is how I connected my top loader for VGA connector and audio.

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I'm not using the satalite -additional regulator. I added a heat sink to my regulator and also changed my regulator to a 1.5 amp. It runs very cool!
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NICE WORK TIM!

Any projected release date for the second batch?
viletim
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Re: NESRGB board available now

Post by viletim »

bryan_c wrote:So, if a 20K ohm resistor is used to connect expansion pin 40 to the NESRGB where a wire from expansion pin 40 to 3 would be used in the 100K ohm + cap adaptor mod, and if the similar-but-slightly-different PowerPak audio mod normally uses a 47K ohm resistor from expansion pin 9 to 3, would it follow that the PowerPak audio mod + NESRGB would use 67K ohms of resistance from expansion pin 9 to the relevant point on the NESRGB board?
The PowerPak flash cartridge generates audio too??

I just read about it a bit more an it seems the audio level from the PowerPak is lower than a standard Famicom cartridge. That's unfortunate. I'm not going to add a point on the mixer circuit specially for the PowerPak.

Here's the NESRGB audio circuit. R92 and CA solder pad does not exist on the current version, it will be there on the next one.
Image
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Pasky
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Re: NESRGB board available now

Post by Pasky »

Anyone wanna verify this bug with the NESRGB? Just get into an encounter in Final Fantasy (USA). My guess is color emphasis isn't correctly implemented/worked around.

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adimifus
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Re: NESRGB board available now

Post by adimifus »

Pasky wrote:Anyone wanna verify this bug with the NESRGB? Just get into an encounter in Final Fantasy (USA). My guess is color emphasis isn't correctly implemented/worked around.

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Encounters in Final Fantasy look fine with my setup and game pak.
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Pasky
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Re: NESRGB board available now

Post by Pasky »

Strange. I guess it should be known I tried using a powerpak and a everdrive and both did it. I don't have an original cart. I'm also using a USA top loader with a HC373 latch. Not sure if there's anything specific about it.
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cr4zymanz0r
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Re: NESRGB board available now

Post by cr4zymanz0r »

viletim wrote:
bryan_c wrote:So, if a 20K ohm resistor is used to connect expansion pin 40 to the NESRGB where a wire from expansion pin 40 to 3 would be used in the 100K ohm + cap adaptor mod, and if the similar-but-slightly-different PowerPak audio mod normally uses a 47K ohm resistor from expansion pin 9 to 3, would it follow that the PowerPak audio mod + NESRGB would use 67K ohms of resistance from expansion pin 9 to the relevant point on the NESRGB board?
The PowerPak flash cartridge generates audio too??

I just read about it a bit more an it seems the audio level from the PowerPak is lower than a standard Famicom cartridge. That's unfortunate. I'm not going to add a point on the mixer circuit specially for the PowerPak.

Here's the NESRGB audio circuit. R92 and CA solder pad does not exist on the current version, it will be there on the next one.
Image
The R92 resistor value is incorrect. When using Famicom carts with expansion audio in a front loader NES virtually every mod I've seen involves putting a 100k ohm resistor in the Famicom adapter. The 100k resistor is connecting to pin 46 (audio out) of the Famicom cart slot of the connector. There's technically different pins on the NES side of the connector it can be routed to but most people seem to use pin 18 with a 4.7uF capacitor there too (not sure if the capacitor is really necessary or just a safety precaution). Now pin 18 on the NES cart slot goes to NES expansion port pin 40. (On a stock NES front loader sound circuit) They then must solder a wire to connect NES expansion pin 40 to NES expansion pin 3 (audio in). Now after expansion pin 3 there's a 20K resistor that connects to the NES sound circuit, so that's a total of 120k ohm resistance before the Famicom audio enters the NES sound circuit. So technically you would make the R92 resistor in your schematic 120k ohm, but I wouldn't recommend that.

Here's why:
1.) putting the total 120K ohm resistance on the NESRGB sound circuit would technically work but everyone wanting to do this (on a NES system) is already going to have to do at least some small mod to their Famicom cart adapter. Most have already modded it with the 100K resistor to use in a regular front loader NES since the other 20K is built into the sound circuit.
2.) The powerpak does emulate the Famicom sound in supported games and the audio coming from the powerpak is quieter than the audio coming from a Famicom cart, thus needing less resistance. If you integrate the entire 120K resistance into the NESRGB sound circuit for cartridge audio input then the powerpak audio would be too quiet

I would recommend you make the R92 resistor 20K ohm. This would make it just like the audio in (NES expansion pin 3) on the NES front loader. Then everyone with already modded Famicom cart adapters with a 100K resistor in them will work on the NESRGB sound circuit without change (once the system is wired), and powerpak users can put their needed 47k resistor between NES expansion pin 9 and 40 (or straight to the NESRGB cartridge audio input if they don't care about wiring up Famicom cart audio.

I know trying to explain this all in texts sucks but if you need more explanation I could throw together some crude pictures and diagrams to give a better visual explanation :P
adimifus
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Re: NESRGB board available now

Post by adimifus »

Pasky wrote:Strange. I guess it should be known I tried using a powerpak and a everdrive and both did it. I don't have an original cart. I'm also using a USA top loader with a HC373 latch. Not sure if there's anything specific about it.

I'm using a real game pak. I have an N8, but its malfunctioning and I need to send it to krikzz to look at one of these days, otherwise I'd test it with that, too.
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cr4zymanz0r
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Re: NESRGB board available now

Post by cr4zymanz0r »

I just tried Final Fantasy. I tried it on the powerpak, the N8, and the actual cart. I didn't see color issues on any of them. Though oddly on the powerpak and N8 when freshly powering on the system and booting the game, the first battle would have static sounds in the music until the first sound effect in battle played. Didn't happen on the actual cart......strange :P. I can't seem to make it consistently do it though. It's kinda random.
viletim
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Re: NESRGB board available now

Post by viletim »

cr4zymanz0r wrote:
viletim wrote:
The PowerPak flash cartridge generates audio too??

I just read about it a bit more an it seems the audio level from the PowerPak is lower than a standard Famicom cartridge. That's unfortunate. I'm not going to add a point on the mixer circuit specially for the PowerPak.

Here's the NESRGB audio circuit. R92 and CA solder pad does not exist on the current version, it will be there on the next one.
Image
The R92 resistor value is incorrect. When using Famicom carts with expansion audio in a front loader NES virtually every mod I've seen involves putting a 100k ohm resistor in the Famicom adapter. The 100k resistor is connecting to pin 46 (audio out) of the Famicom cart slot of the connector. There's technically different pins on the NES side of the connector it can be routed to but most people seem to use pin 18 with a 4.7uF capacitor there too (not sure if the capacitor is really necessary or just a safety precaution). Now pin 18 on the NES cart slot goes to NES expansion port pin 40. (On a stock NES front loader sound circuit) They then must solder a wire to connect NES expansion pin 40 to NES expansion pin 3 (audio in). Now after expansion pin 3 there's a 20K resistor that connects to the NES sound circuit, so that's a total of 120k ohm resistance before the Famicom audio enters the NES sound circuit. So technically you would make the R92 resistor in your schematic 120k ohm, but I wouldn't recommend that.
Just because everybody does it doesn't mean it's right. The original Famicom's audio circuit equivalent of R90 is 100k instead of 47k in the NES (and NESRGB). After A and B APU signals are mixed together the audio enters the cartridge through the audio input pin is mixed inside the cartridge and returns through the audio output pin. This most cartridges just connect the in and out pins together so it is safe to assume that games which do add extra audio do not amplify the signal any further.

When connecting Famicom audio to the NES your aim is to feed the audio into the point where A and B signal are mixed. If you wanted to feed the audio into the same position in the Famicom's audio signal you would use a 100k series resistor as this would result in a gain of 1 (R90/R92 = 100/100). In the case of the NES and NESRGB R90 is 47k this makes the gain 0.47 (R90nes/R90fam = 47/100) times the the Famicom level (1). So the desired gain desired for the Famicom cartridge audio is 0.47 (R90/R92 = 47/100) in order to have it match the level of the A and B signals as they would be on the Famicom.

Once you account for the value of the 20k already in there you end up with the ideal value of 80k for the NES. Of course this is all academic. The actual difference is probably not enough to notice without comparing them side by side.
cr4zymanz0r wrote: Here's why:
1.) putting the total 120K ohm resistance on the NESRGB sound circuit would technically work but everyone wanting to do this (on a NES system) is already going to have to do at least some small mod to their Famicom cart adapter. Most have already modded it with the 100K resistor to use in a regular front loader NES since the other 20K is built into the sound circuit.
2.) The powerpak does emulate the Famicom sound in supported games and the audio coming from the powerpak is quieter than the audio coming from a Famicom cart, thus needing less resistance. If you integrate the entire 120K resistance into the NESRGB sound circuit for cartridge audio input then the powerpak audio would be too quiet

I would recommend you make the R92 resistor 20K ohm. This would make it just like the audio in (NES expansion pin 3) on the NES front loader. Then everyone with already modded Famicom cart adapters with a 100K resistor in them will work on the NESRGB sound circuit without change (once the system is wired), and powerpak users can put their needed 47k resistor between NES expansion pin 9 and 40 (or straight to the NESRGB cartridge audio input if they don't care about wiring up Famicom cart audio.
Thanks for the explanation of the usual solution. There's one significant problem with this approach. It's noisy.

The high impedance audio input sharing and edge connector with two digital buses is bad enough but to then amplify the that noise further and inject it into the audio signal. When you place a 100k resistor in your Famicom adapter there is now a high impedance path between this point and the CA point on the NESRGB board. Any noise signal at this point will be amplified by 2.4 (R90/R92 = 47/20).

The best approach is to place R90 it its entirety a close to the mixing point as possible. This way you get a low impedance path (audio from the output pin) all the way to the mixing circuit. If noise is picked up it is only amplified by 0.47 anyway. Perhaps the audio input pin could be bypassed with some capacitance so the cartridges with no expansion audio can have a low impedance path too.

The only reason I put an audio circuit on the NESRGB board is because the one in the NES/Famicom isn't so great. If I make the same mistakes as the original circuit it defeats the purpose.
viletim
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Re: NESRGB board available now

Post by viletim »

I somehow managed to squeeze yet another solder pad + resistor into the layout. Now there's A(20k), B(12k), CA(100k), and EA(20k) inputs to the mixer for the next version.
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cr4zymanz0r
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Re: NESRGB board available now

Post by cr4zymanz0r »

You have a better understanding of audio circuits than me. I basically knew enough to replicate the NES mod's Famicom mixing on your current NESRGB sound circuit. I was under the impression you weren't too familiar with the extra audio from some Famicom carts so I was trying to provide what info I could. If your way works out better then that's fantastic.
viletim wrote: Thanks for the explanation of the usual solution. There's one significant problem with this approach. It's noisy.

The high impedance audio input sharing and edge connector with two digital buses is bad enough but to then amplify the that noise further and inject it into the audio signal. When you place a 100k resistor in your Famicom adapter there is now a high impedance path between this point and the CA point on the NESRGB board. Any noise signal at this point will be amplified by 2.4 (R90/R92 = 47/20).

The best approach is to place R90 it its entirety a close to the mixing point as possible. This way you get a low impedance path (audio from the output pin) all the way to the mixing circuit. If noise is picked up it is only amplified by 0.47 anyway. Perhaps the audio input pin could be bypassed with some capacitance so the cartridges with no expansion audio can have a low impedance path too.
I haven't done any big audio tests yet for noise, but to summarize that bit you're basically saying that in my current setup for the Famicom cart audio input that If I move all my resistors in it's path as close as I can to the mix point on the NESRGB sound circuit that will reduce potential noise it picks up along the way?
markfrizb
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Re: NESRGB board available now

Post by markfrizb »

So Tim, is the next NESRGB be flexible enough for all the different "sound" environments automatically? Or will you have to change jumper settings (via external switch?) for powerpak in X-console or Y-cartridge in any of the consoles? All in mono I assume....
And I'm ok with a mono output (I know many want stereo). I'm a big believer in plug and play no matter which console and cartridge combination is used (including the N8 and powerpak).
Is this the goal for next batch?
It would/will be nice to get accurate instructions on all the different mods for the different consoles.

And do you have a time frame when next batch will be ready for sale?
Month, 2 months .... Just an idea

Thanks again for undertaking this!!!
Hamburglar
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Re: NESRGB board available now

Post by Hamburglar »

Okay so I got my NESRGB working beautifully today. What an incredible piece of equipment. Incredibly happy with it.

My only issue is I do so a little bit of interference in the form of diagonal "jailbars" in a very specific color. Most notably, the title screen of Super Mario Bros.

That reddish/orangish color in the title screen shows it off very well. It's not horrible, but it's there. Again it is a pattern of faint horizontal lines, similar to what you'd see if you used a low quality scart cable or crappy scart switch. The only difference being that none of my other systems show this (including an RGB modded AV Famicom) and even stranger is I do not see it in any other color (any time I had a cheap scart cable or switch you'd see the horizontal pattern in any color; not just one color).

Can anyone else verify if they are seeing this? Again, look at the logo on the title screen of Super Mario Bros 1. Probably not noticeable on a CRT but it's quite noticeable on my plasma using an XRGB Mini. Just trying to figure out a way to correct it!
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andykara2003
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Re: NESRGB board available now

Post by andykara2003 »

viletim wrote: I designed a N64 RGB board early this year. 15 kHz only, support PAL/NTSC RGB cables, fairly cheap, and works better than my old design from '07. I just need to push the button to make lots of them.
Hi Viletim - I'd definitely buy one of these as I'm sure a heck of a lot of people would. Are you intending on bringing this out any time soon?
adimifus
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Re: NESRGB board available now

Post by adimifus »

Hamburglar wrote:Okay so I got my NESRGB working beautifully today. What an incredible piece of equipment. Incredibly happy with it.

My only issue is I do so a little bit of interference in the form of diagonal "jailbars" in a very specific color. Most notably, the title screen of Super Mario Bros.

That reddish/orangish color in the title screen shows it off very well. It's not horrible, but it's there. Again it is a pattern of faint horizontal lines, similar to what you'd see if you used a low quality scart cable or crappy scart switch. The only difference being that none of my other systems show this (including an RGB modded AV Famicom) and even stranger is I do not see it in any other color (any time I had a cheap scart cable or switch you'd see the horizontal pattern in any color; not just one color).

Can anyone else verify if they are seeing this? Again, look at the logo on the title screen of Super Mario Bros 1. Probably not noticeable on a CRT but it's quite noticeable on my plasma using an XRGB Mini. Just trying to figure out a way to correct it!
I'm having the same problem. Very faint diagonal lines running from the bottom left to the top right. Almost invisible. And they scroll slowly to the right.
Also, I get occasional glitch horizontal lines that only appear for a brief moment, maybe one frame. They're not horribly frequent, maybe once or twice a minute, and its maybe one or two lines across the screen.

Other than those two things, its great. The increased sharpness and clarity more than make up for those two things.
markfrizb
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Re: NESRGB board available now

Post by markfrizb »

adimifus wrote:
Hamburglar wrote:Okay so I got my NESRGB working beautifully today. What an incredible piece of equipment. Incredibly happy with it.

My only issue is I do so a little bit of interference in the form of diagonal "jailbars" in a very specific color. Most notably, the title screen of Super Mario Bros.

That reddish/orangish color in the title screen shows it off very well. It's not horrible, but it's there. Again it is a pattern of faint horizontal lines, similar to what you'd see if you used a low quality scart cable or crappy scart switch. The only difference being that none of my other systems show this (including an RGB modded AV Famicom) and even stranger is I do not see it in any other color (any time I had a cheap scart cable or switch you'd see the horizontal pattern in any color; not just one color).

Can anyone else verify if they are seeing this? Again, look at the logo on the title screen of Super Mario Bros 1. Probably not noticeable on a CRT but it's quite noticeable on my plasma using an XRGB Mini. Just trying to figure out a way to correct it!
I'm having the same problem. Very faint diagonal lines running from the bottom left to the top right. Almost invisible. And they scroll slowly to the right.
Also, I get occasional glitch horizontal lines that only appear for a brief moment, maybe one frame. They're not horribly frequent, maybe once or twice a minute, and its maybe one or two lines across the screen.

Other than those two things, its great. The increased sharpness and clarity more than make up for those two things.

I noticed the same effect in my front loader.
Hamburglar
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Re: NESRGB board available now

Post by Hamburglar »

adimifus wrote:I'm having the same problem. Very faint diagonal lines running from the bottom left to the top right. Almost invisible. And they scroll slowly to the right.
Also, I get occasional glitch horizontal lines that only appear for a brief moment, maybe one frame. They're not horribly frequent, maybe once or twice a minute, and its maybe one or two lines across the screen.

Other than those two things, its great. The increased sharpness and clarity more than make up for those two things.
Yeah I am getting the occasional graphical glitch too. This is in a toaster. It's just a small line of graphical garble, not large or anything but I am just concerned it's something I did. If everyone is getting it though, it's not the end of the world. Just reporting that I'm seeing it.

Also here is a fix for the diagonal line interference. Instead of wiring up composite for sync, I wired up csync. It completely got rid of it for me.

It still shows up over s-video, though. Here's a screenshot I took:

Image

It's not the end of the world since I've managed to fix it over RGB, but I'd love to know why it's there over s-video still. Or why it shows up if I use composite video for sync.
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Pasky
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Re: NESRGB board available now

Post by Pasky »

If it's related to sync you can try wiring up a Lm1881N to the CSYNC output to your rgb pins.
Hamburglar
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Re: NESRGB board available now

Post by Hamburglar »

Pasky wrote:If it's related to sync you can try wiring up a Lm1881N to the CSYNC output to your rgb pins.
Well it went away after I used the csync spot for sync instead of composite (the solder pad marked "V"). The issue is still there over s-video, though.
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evil_ash_xero
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Re: NESRGB board available now

Post by evil_ash_xero »

Can anyone post shots of the three palettes? I would like to see how it looks "live".
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RGB32E
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Re: NESRGB board available now

Post by RGB32E »

Final Fantasy looks fine (really nice :lol: ) on my setup:

Image

I'm not getting any interference patterns on SMB either (mind the moire picked up):

Image
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Pasky
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Re: NESRGB board available now

Post by Pasky »

Weird, I wonder why FF1 is having issues with me then. It's only when I enter a battle. Other games that use color emphasis are fine (magician, super spy hunter 2 pause menu).
adimifus
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Re: NESRGB board available now

Post by adimifus »

evil_ash_xero wrote:Can anyone post shots of the three palettes? I would like to see how it looks "live".
I can do this later when I get home. Working right now...
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Re: NESRGB board available now

Post by Hamburglar »

evil_ash_xero wrote:Can anyone post shots of the three palettes? I would like to see how it looks "live".
Here you go (please ignore any "screen door effects" from the camera taking an image from my plasma):

Here's composite:

Image

NESRGB mode 1 (which I believe it just the normal palette):

Image

NESRGB mode 2 (which I believe is called the "garish" palette):

Image

NESRGB mode 3 (which is what it looks like when using a Playchoice 10 PPU):

Image

I personally like the original palette the most, though in some games it can seem way too "bright" on certain colors (and I will then switch it over to "RGB palette").

One other thing I noticed is that no matter what position I have the switch, the ice world in Super Mario Bros 2 (world 4) always has a dark purple background, rather than the light blue you'd get from composite.

Also if you turn the RGB switch all the way to one position ("off") you cannot turn it back on again unless you reboot the console. Not a big deal but I wanted to point it out because I was going nuts wondering why my picture was in black and white. :)
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Ed Oscuro
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Re: NESRGB board available now

Post by Ed Oscuro »

Which of those is the "RGB palette?" You mention "normal," "garish," and "PlayChoice-10 like."
Hamburglar
Posts: 213
Joined: Thu Jul 07, 2011 9:55 am

Re: NESRGB board available now

Post by Hamburglar »

Ed Oscuro wrote:Which of those is the "RGB palette?" You mention "normal," "garish," and "PlayChoice-10 like."
PlayChoice-10 uses an RGB PPU so it's that one. :)
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