NESRGB board available now
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Re: NESRGB board available now
New to the forums here but definitely not a stranger to Shoot-em ups.
So, I got my RGB board in over the weekend and can't get it to work at all. I have went over my PPU pins several times and did clean work. I checked all the jumpers, voltage and everything else. I get no video or audio at all testing with composite and S-video. The power stays on and I do get a red screen when using the original composite video output plug with any color palettes selected or off. The 2.2uf cap under the board did have to bend a bit. This is the only thing I can think of and I don't have a replacement cap under 4.7uf right now. Anybody know what the 2.2uf does?
So, I got my RGB board in over the weekend and can't get it to work at all. I have went over my PPU pins several times and did clean work. I checked all the jumpers, voltage and everything else. I get no video or audio at all testing with composite and S-video. The power stays on and I do get a red screen when using the original composite video output plug with any color palettes selected or off. The 2.2uf cap under the board did have to bend a bit. This is the only thing I can think of and I don't have a replacement cap under 4.7uf right now. Anybody know what the 2.2uf does?
Re: NESRGB board available now
Nice, eightbitminiboss. I am thinking about picking up 2 more boards (next batch, I imagine) and performing the work on my Sharp Twin Famicom and AV Famicom. No Nintendo left behind, you know? It would also give me a reason to bust out some of my disk games. I guess I should pay attention to the audio mods you guys have been talking about.
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Re: NESRGB board available now
Well, I just removed the PPU from the RGB board and put it into the socket. I get a red screen with it as well. So, either it died or something else is wrong like the CPU or shorted something??? I have a NES Toploader handy here with a dead fuse and another Front loader at my parents house stored somewhere. Will the Toploader PPU work in the Front loader with or without the RGB board at least.
Re: NESRGB board available now
SNKNostalgia wrote:Well, I just removed the PPU from the RGB board and put it into the socket. I get a red screen with it as well. So, either it died or something else is wrong like the CPU or shorted something??? I have a NES Toploader handy here with a dead fuse and another Front loader at my parents house stored somewhere. Will the Toploader PPU work in the Front loader with or without the RGB board at least.
I'm betting you've lifted a pad on the PPU side of the mainboard.
Re: NESRGB board available now
I seem to be getting that as well on my Twin Fami, maybe it has something to do with the new code that Tim uploaded?Jeppen wrote: Could that also be the cause for this "bug"?
In Mega man 2, you can see the background in the text before it appears, i tried reseting and cleaning the cartridge and pin connectors etc.. same result.
BTW i just USB Blasted the faulty RAM chip.
Re: NESRGB board available now
Just got my programmer today. Flashed it. Looks awesome.
As for the issues you guys are having with Megaman 2, I am not having that problem. All palettes are fine. NTSC front loader for me.
As for the issues you guys are having with Megaman 2, I am not having that problem. All palettes are fine. NTSC front loader for me.
Re: NESRGB board available now
It's not just Mega Man 2, there's a few others that have a similar issue. It's real obvious on Batman.CkRtech wrote: As for the issues you guys are having with Megaman 2, I am not having that problem. All palettes are fine. NTSC front loader for me.
Re: NESRGB board available now
SNKNostalgia, try it with RGB, i have not gotten composite to work either.New to the forums here but definitely not a stranger to Shoot-em ups.
So, I got my RGB board in over the weekend and can't get it to work at all. I have went over my PPU pins several times and did clean work. I checked all the jumpers, voltage and everything else. I get no video or audio at all testing with composite and S-video. The power stays on and I do get a red screen when using the original composite video output plug with any color palettes selected or off. The 2.2uf cap under the board did have to bend a bit. This is the only thing I can think of and I don't have a replacement cap under 4.7uf right now. Anybody know what the 2.2uf does?
Bridge one palette and try it.
Re: NESRGB board available now
Are you using encoded composite video from the NESRGB?nesfreak wrote:i have not gotten composite to work either.
Re: NESRGB board available now
I cut the trace for PIN 9 on the multiout an wired composite video from the NESRGB, haven´t gotten around to try the original cable. Think there might be a resistor in the SNES/N64 RGB cable that is causing the problem.ApolloBoy wrote:Are you using encoded composite video from the NESRGB?
What cable are you using SNKNostalgia?
Re: NESRGB board available now
Have you made sure the PPU socket is well soldered at every pin? Have you made sure you are inserting the PPU in the correct orientation? Not sure if you mentioned this, but you did have a palette selected when testing the NESRGB? I know those are pretty basic things, but I guess I don't know what else it could be. It isn't a good sign if you still get nothing even when you just have the PPU directly in the NES...SNKNostalgia wrote:Well, I just removed the PPU from the RGB board and put it into the socket. I get a red screen with it as well. So, either it died or something else is wrong like the CPU or shorted something??? I have a NES Toploader handy here with a dead fuse and another Front loader at my parents house stored somewhere. Will the Toploader PPU work in the Front loader with or without the RGB board at least.
As for the MM2 issue, I have yet to reprogram mine but I know I can see the text in black (along with other things) against the grey BG before it appears in white. I figured that some things are in black so they do not appear against the black BG (obviously), but I guess for some reason that effect isn't working with the NESRGB... I will report back once I get my programmer in.
Re: NESRGB board available now
Just discovered a weird glitch on Mega Man 4. If you go to the hippo miniboss on Ring Man's stage, most of the hippo and the entire tower he's sitting on are totally missing. I'll see if I can get some pics later.
Re: NESRGB board available now
Strange. On my not yet reprogrammed one he shows up fine (US MM4 cart). I know very little about NES programming, but it appears like some of the hippo is rendered as part of the BG or something since you can see it in black against the wrong grey BG before it teleports in.
Re: NESRGB board available now
Zets13 is correct. I believe Mega Man games tended to use the background for large bosses and mini bosses due to the NES's inability to do large sprites without some help (Like Punch Out's MMC2 chip).
It sounds like you are still having background issues, ApolloBoy.
One game I fired up for testing before getting the programmer was The Guardian Legend (see my avatar, of course). It was mostly grey everywhere - especially in the opening sequence. It also dominated areas that I thought were always solid sprites, but actually must have been sprites with more key color (for background removal) in them than I thought. I got rather addicted to the gameplay while testing (it is a favorite of mine), so I easily noticed a lot of problems caused by the blanking bug.
After flashing it today, I played it some more. Everything seems back to normal. Mega Man 2 also didn't show the bug that you and Jeppen have experienced.
I unfortunately do not have Batman (and I should be scolded for this), so I cannot test it. I do have Mega Man 4, so I could check that out.
There are instances of some of the sprites and animation just flat out missing on a few of the Mega Man games during the boss sequences - and this is from the traditional, unmodified consoles.
Would you consider re-downloading and re-flashing the new POF file? <scratching chin> I don't think that is it, though.
It sounds like you are still having background issues, ApolloBoy.
One game I fired up for testing before getting the programmer was The Guardian Legend (see my avatar, of course). It was mostly grey everywhere - especially in the opening sequence. It also dominated areas that I thought were always solid sprites, but actually must have been sprites with more key color (for background removal) in them than I thought. I got rather addicted to the gameplay while testing (it is a favorite of mine), so I easily noticed a lot of problems caused by the blanking bug.
After flashing it today, I played it some more. Everything seems back to normal. Mega Man 2 also didn't show the bug that you and Jeppen have experienced.
I unfortunately do not have Batman (and I should be scolded for this), so I cannot test it. I do have Mega Man 4, so I could check that out.
There are instances of some of the sprites and animation just flat out missing on a few of the Mega Man games during the boss sequences - and this is from the traditional, unmodified consoles.
Would you consider re-downloading and re-flashing the new POF file? <scratching chin> I don't think that is it, though.
Re: NESRGB board available now
For those of you posting bugs, you should also post which method of fixing the board you used. It's confusing to keep track of and remember what everyone did to fix theirs.
Re: NESRGB board available now
I can confirm that the version 1.1 is buggy. Storing the background colour in the PLD and switching over asynchronously was not a good solution (and I don't have enough FFs left to latch the output data). It causes a visible timing difference between the background colour and the other colours on some boards.
Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.
Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.
Re: NESRGB board available now
Just wondering if any of this is related to the "Duck Maze" issue mentioned in December? Not that I really care if Duck Maze works though.viletim wrote:I can confirm that the version 1.1 is buggy. Storing the background colour in the PLD and switching over asynchronously was not a good solution (and I don't have enough FFs left to latch the output data). It causes a visible timing difference between the background colour and the other colours on some boards.
Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.

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Re: NESRGB board available now
Didn't lift a pad (via actually, little holes), and resoldered everything just to be sure. Even just using only the PPU in the socket, no dice. The socket is in like factory also. I redid everything 4 times carefully... no joke. My luck man.....
Yes, I made sure everything is correct. Removed the PPU with minimal heat. Jumpers set right, right placement of the board and PPU. The only thing I can think of.... is simple heat on the old PPU killed it. I have also replaced the caps tonight and didn't help as well. I have another handy from a toploader.
Yes, I made sure everything is correct. Removed the PPU with minimal heat. Jumpers set right, right placement of the board and PPU. The only thing I can think of.... is simple heat on the old PPU killed it. I have also replaced the caps tonight and didn't help as well. I have another handy from a toploader.
Re: NESRGB board available now
SNKNostalgia,
When nothing but single coloured screen comes from the PPU (original video) it indicates the PPU is not being initialised. This usually means the NES isn't working. I would first replace the capacitor you may have bent over and if that doesn't help it may be because the CPU has been damaged. I say this because a couple of people managed to damage the CPU while installing the NESRGB board in the last batch. I think it may be more sensitive to ESD (or something else?) than the other components.
When nothing but single coloured screen comes from the PPU (original video) it indicates the PPU is not being initialised. This usually means the NES isn't working. I would first replace the capacitor you may have bent over and if that doesn't help it may be because the CPU has been damaged. I say this because a couple of people managed to damage the CPU while installing the NESRGB board in the last batch. I think it may be more sensitive to ESD (or something else?) than the other components.
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Re: NESRGB board available now
I actually think it is CPU related as well. This seems to be a common problem with modding the PPU. I do have my toploader for now and a front loader to replace with when I get it. Does the top loader processors work in the front loader? The ppu is labeled different from what i remember.
Re: NESRGB board available now
What temp do you recommend I have my soldering iron set to? This is really a question for anyone. How much heat will kill the ppu?SNKNostalgia wrote:Yes, I made sure everything is correct. Removed the PPU with minimal heat. Jumpers set right, right placement of the board and PPU. The only thing I can think of.... is simple heat on the old PPU killed it. I have also replaced the caps tonight and didn't help as well. I have another handy from a toploader.
Re: NESRGB board available now
Just tested Batman and Mega Man 4 with this, it does the trick!viletim wrote:Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.
Re: NESRGB board available now
ApolloBoy wrote:Just tested Batman and Mega Man 4 with this, it does the trick!viletim wrote:Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.
Wooooooooo awesome!!!!!!!!!
I will test mine later tonight.
Congrats to Apollo and thanks Tim for a lightning fast fix!
Re: NESRGB board available now
I think I may have spoken too soon, the background for the Japanese Super Mario 2 is pure white (!) as is the splash screen for the FDS. Also, the copyright info screen that pops up when you successfully load a disk has garbage characters towards the bottom.
Re: NESRGB board available now
Not very sure how NESRGB CPLD works, but it seems that changing the address line's definition on CPLD and the problem maybe solve?viletim wrote:I can confirm that the version 1.1 is buggy. Storing the background colour in the PLD and switching over asynchronously was not a good solution (and I don't have enough FFs left to latch the output data). It causes a visible timing difference between the background colour and the other colours on some boards.
Here is version 1.2 POF file. The version 1.0 mirrors the location of h'10' to h'00' . What I did was reverse this so now in version 1.2 the data from location h'00' is now stored at h'10'. It appears to work. Please test.
Re: NESRGB board available now
Can anybody with a first batch board say that this doesn't happen to them? Also, can anyone with a new batch reprogrammed board say if the flashing between color and B&W works right (can't remember the game, but I remember it was an issue when debugging the original board)? I am beginning to wonder if replacing the S RAM with the original is the better resolution.ApolloBoy wrote:I think I may have spoken too soon, the background for the Japanese Super Mario 2 is pure white (!) as is the splash screen for the FDS. Also, the copyright info screen that pops up when you successfully load a disk has garbage characters towards the bottom.
Re: NESRGB board available now
did you get any NESRGB voltage regulator in your package by chance? because I didn't. am I supposed to have gotten a NES RGB voltage regulator mini board?eightbitminiboss wrote:Remember that pins 14-17 on the PPU are connected to the ground plane of the board and will require more care in desoldering. I did not heed this warning and ended up toasting my board because of it.
Anyways, here's my resulting WIP with my Twin, another one is in the mail....
Here's what I got:
* nesrgb board
* 2 small screws
* s-video output
* s-video tiny board for the output
* rgb output
* rgb tiny board for the output
* 4 x up n down pins for ppu
* 2 x for only down pins for ppu
* 1 x for dual socked pins for ppu
* 1 x twin fami below board swapper thingie
* 1 x audio thingie
* 1 x scart dual cable to rgb + audio
according to jeppen he got a NESRGB voltage regulator, am I missing this item?
http://shmups.system11.org/viewtopic.ph ... start=1410
guess I'll call it a night since I don't know what I'm supposed to do now.
Last edited by Elrinth on Tue Feb 04, 2014 7:24 pm, edited 7 times in total.
Re: NESRGB board available now
Hey, it could always be worse..

Goonies II never looked so good. There is a definite problem with my board. PPU composite only works if I don't short any of the pads for palette selection, If I do short those pads, the image is black and white.
Encoded composite, S-Video, and RGB are all a bust. (See above pic)

Goonies II never looked so good. There is a definite problem with my board. PPU composite only works if I don't short any of the pads for palette selection, If I do short those pads, the image is black and white.
Encoded composite, S-Video, and RGB are all a bust. (See above pic)
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Re: NESRGB board available now
I don't recall, I'm not home to check the accessories bag for it. But I wasn't planning on using it so I never bothered to check it off in my head.Elrinth wrote:did you get any NESRGB voltage regulator in your package by chance? because I didn't. am I supposed to have gotten a NES RGB voltage regulator mini board?eightbitminiboss wrote:Remember that pins 14-17 on the PPU are connected to the ground plane of the board and will require more care in desoldering. I did not heed this warning and ended up toasting my board because of it.
Anyways, here's my resulting WIP with my Twin, another one is in the mail....
Here's what I got:
* nesrgb board
* 2 small screws
* s-video output
* s-video tiny board for the output
* rgb output
* rgb tiny board for the output
* 4 x up n down pins for ppu
* 2 x for only down pins for ppu
* 1 x for dual socked pins for ppu
* 1 x twin fami below board swapper thingie
* 1 x audio thingie
* 1 x scart dual cable to rgb + audio
according to jeppen he got a NESRGB voltage regulator, am I missing this item?
http://shmups.system11.org/viewtopic.ph ... start=1410
guess I'll call it a night since I don't know what I'm supposed to do now.
Edit: Oh, you're on a Twin Famicom too from the looks of it. In my opinion, you shouldn't need it. The heatsink that's attached to the Twin's power regulator is huge compared to the toaster and top loader's. That's probably why it wasn't included.
Re: NESRGB board available now
Can anyone confirm that the original SRAM and/or the SRAM Tim later said was the *correct one -- that both work or just one or ????
I'm thinking I'm just going to replace my SRAM but I bought the first ones that came up in discussion (the 12ns speed I think). And I think the 15ns one is what should have been used/bought. Do I need to buy the different ones or use what I have now?
I'm thinking I'm just going to replace my SRAM but I bought the first ones that came up in discussion (the 12ns speed I think). And I think the 15ns one is what should have been used/bought. Do I need to buy the different ones or use what I have now?