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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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What upgrades can you do to one NES-001 system that won't interfere with eachother and without changing the appearance. I only have three in my head: overclock, nes 72pin, and universal NES. But I don't know if the overclock and universal mods will make one another more difficult. I want to know what else is out there. I am not curious about appearance changes. Take it easy.
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/29/2004 Posts: 4,525 Location: not where I want to be now
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That will be something for Luke, I assume. :wink:
I can't think of more than you mentioned, now...
May 16th...
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 Rank: Bowser Groups: Member
Joined: 12/18/2004 Posts: 2,642 Location: Danville, IL
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I wouldn't know how to do it, but I always thought it'd be interesting if a mod was developed where the Game Genie was always in the system... http://robertlbryant.com
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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the universal mod and the overclock play beautifully together. the lockout chip isn't dependant on the CPU's specific clock rate, so they don't interfere at all. If you opt to ground the lockout pin it may cause slight interference, but that would only be physical due to the added wire. I have both done on my hacked up NES and they work great. but be warned: the trace you have to cut to do the overclock is very small with others close by. Also pin 4 on the lockout chip is in a pretty cramped place, ideally you'll want to desolder that pin, not just clip it off as I did. And Roth, I'm still thinking about that one. of course you could just stick the thing in there and glue it or something, but that's not cool. but just relax, or discuss how we might go about doing it.

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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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So, if it's overclocked and universalfied everything should be ok. The game genie idea sounds pretty good. I haven't used a game genie in a while and I don't have it at school with me. So could somebody refresh me on how it is used. I recall plugging the game into it then sliding the two pieces connected into the nes then pushing the cart down to 'click' it in. This means the game and game geinie are at more of an angle than normal. And the game sticks out of the system as well. Are any games that are incompatible with the game genie?
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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almost right, the Genie doesn't click down though, the PCB on the connector end is thicker than most carts so it makes contact without being pushed down. as far as I know all games worked with the game genie if you universally mod the NES there will be no problems at all, since then it doesn't have to fight past the lockout chip. I've even used two and three game genies together with limited success :P

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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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I don't know about you guys but glueing it in or securing it in the place where it normally goes wouldn't be as sweet like as if you didn't even notice that there was something different until boot. So, as an alternative you would have to find a insertion point someplace between the cart and the mainboard. I am a basic kind of guy and my vocabulary on the subject isn't so good, but would it work if you found a place where you could cut the metal line and then solder on a wire, solder the other end of that wire to the game genie guts, then solder another wire from the game genie guts to the other side of the gap you cut on the line. This would require 288 small soldering locations and 144 wires. Basically you could be changing the path by routing it through the game genie guts in order to hop over the cut line After writing this I am doubting that the precision needed would be too great to replicate 288 times and that trouble shooting would be terrible. BUT would this work if you intercepted the signals somewhere in or around the 72 pin conector (the same place that the game genie catch signal when used normally)
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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most of the issues are mounting, and asthetic, we can't have it looking like junk. My concern is insertion and removal of carts, since the Game Genie uses a standard connector, not that fancy Zero Insertion Force that the normal 72 pin is.

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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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Well, what I was thinking is that the game would go in as normal and the cut would be on the motherboard of the nes with all the wires. from there. The game genie used would be a stripped down version residing somewhere in the nes but off to the side. Since we're using the wires couldn't we just pull it off to the side or someplace that is fairly empty. And as long as we put the game genie between the motherboard and game we would be ok, unless there is some computation or something done in the 72 pin connector. Maybe I am missing a crucial point.
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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here is a picture of something like i am thinking. in the picture i made it so the connection would be on back of 72 pin connector.. but this is up for grabs http://student.valpo.edu/jbredber/gamegenie.jpg
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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actually... that may work what you're proposing is that we demolish a 72-pin, and a game genie, and have the game genie wired so that the 72-pin works normally, but functions as if the game genie were plugged in normally... it would be a very messy and time consuming thing to do, but I think it would work. but in order to have it be useful you'd want to do it with a new 72-pin. also, I don't think much cutting would be involved other than pins on the back side of the 72-pin. I may have to attempt that... could be rather risky though, and is going to require some precise soldering (aka finger burning)

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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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Is there a better or easier way other than soldering to do it? I have a spare new 72 pin connector and a spare game genie that I will probably try it on or at least look into more precisely during my spring break (2 weeks from now).
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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I doubt it'll be possible without soldering... not if you want to maintain the ability to close the door while the game is inserted

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 Rank: Bowser Groups: Member
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Joined: 12/29/2004 Posts: 4,525 Location: not where I want to be now
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When you can't shut the door then where's the point? If you should mod it with a built in Game Genie, you should be able to close your NES after inserting a cart.
May 16th...
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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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I had planned to be able to shut the door. I completely agree with you manuel. The game genie will be behind where the game is inserted, at least the way I am picturing it. From the outside it would appear to be a normal blow in your carts NES.
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
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Joined: 12/29/2004 Posts: 4,525 Location: not where I want to be now
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Cool idea. Should you be able to do it, please post your pics. 8)
May 16th...
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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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I'm working on mod of the 72 pin in my NES-001 system (original model). I remember reading somewhere that in that NES it only reads of a certain side of the cart, so instead of using 72 pins it only uses the 36 on one side of the pcb. If this is true then does it remain true that I only have to work on one set of the 36 in the 72 pin connector and which side is it that is used? Please let me know if this is fact or fiction. If fact, then which side is active? Thank you.
-jack http://www.bredberg.org/nes/bestGame.php
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 Rank: Bowser Groups: Member
Joined: 12/18/2004 Posts: 2,642 Location: Danville, IL
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Wow. I've never heard that... I really can't help you on that question, but that's certainly interesting. I wonder why it would only read one side... Now that I think about it, it would probably be the bottom pins it would read. When you push the cart down, that's the side the pins would connect best with. Just a guess, though. http://robertlbryant.com
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 Rank: Bowser Groups: Member
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Joined: 12/13/2004 Posts: 3,577 Location: Ontario, Canada
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interesting, but I would imagine it to be fiction... why else would they bother with the pins, and traces, and everything else if it were only 36 pins? I suppose there's only one way to find out though... I really think it needs both sides to make contact though...

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 Rank: Koopa Paratroopa Groups: Member
Joined: 1/17/2005 Posts: 307 Location: IL, USA
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It's fiction, well, for the most part. The nonfiction has to do with the extra pins that are in the middle of the cart that are not used for anything exect the expansion bay on the bottom of the NES. if you look at an older game, one with the SuperMarioBros kind of art on the cart and without the notches on the top of the cart, you iwll probably notice that the pins run all the way along the PCB board in the cart. However if you look at a more recent game youwill notice that there are missing pins in the middle of the board. I guess they figured to save money they wouldn't even bother with the expansion slot so no bother to put those pins on. Unfortunately that is not an entire side of pins it's something like 20 pins maybe.
-jack http://www.bredberg.org/nes/bestGame.php
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