If you have one of the original NES converter cards from a gyromite, ETC. and use it with a famicom/famiclone cartridge in the NES slot for the Retron 5, you can actually remove the cartridge but leave the converter in the system and it will still continue to play the game from flash memory. It wont give you the typical "cartridge has been removed" notice.
I tested my Mario 2 (FDS version) NES cart and it does not work. I have updated the Google document accordingly. I noticed that Maniac Mansion worked with the original software version that came on the retron 5 and after I updated the game is no longer recognized the cart and it freezes after the Lucasarts logo. I have a bunch of wisdom tree games that I will test tomorrow and add to the list.
If someone could test earthbound uncut I would greatly appreciate it. I am considering trying to track down a copy but I'd like to know if it will work with the Retron 5 first.
Makes sense. The system has the game in memory, so it probably keeps going if a circuit board of some type is still detected in the connector.
Originally posted by: Tanooki
The adapter has the Nintendo CIC on it, maybe the system checks for the lockout chip.
Somehow I doubt it checks for a CIC chip. There are also adapters for Famicom to NES which are more common and do not have chips in them. You could test the reverse of the process as well. Maybe there is some physical switch beneath the cart slots. Has anybody tried inserting a bare game PCB into a slot to see if it loads? If nothing it detected, then maybe the cartridge plastic is required to activate some sort of switch.
Anyone have a Honeybee? Try loading a Famicom cart in the NES slot with one, and then pull the Fami cart out of the Honeybee and see if it yells at you.
I've got one and an NTDEC adapter as well. I locked Armadillo to both. NTDEC if it's removed it says no cart installed. With the Honeybee it never saw it removed, was able to click PLAY to open into the game, and it played the first stage just fine. Clearly there's something on the honeybee that the NTDEC lacks that keeps an imprint of something kept in the slot so the dumped game runs.
Stardust there's no switch in the slot, you'd see it.
If you have one of the original NES converter cards from a gyromite, ETC. and use it with a famicom/famiclone cartridge in the NES slot for the Retron 5, you can actually remove the cartridge but leave the converter in the system and it will still continue to play the game from flash memory. It wont give you the typical "cartridge has been removed" notice.
How is that possible? They promised it only dumps the audio and video data!
There are no switches on the board, so it is either looking for power usage or some pins to be connected. Some CIC stunners might not use enough power to trigger the cart detection, but the Nintendo CIC would.
I tested all of my unlicensed games and they all were recognized by the system and played fine. Should I add these to the google document as working (not sure if they should be on there since they aren't technically hombrew or repros)
None of my pirate carts worked, Should I add these to the list as not working? (Not sure if multi/pirate carts are considered homebrew or repros)
My import version of Star wars is recognized and plays fine. It is worth noting that I started playing the game using the famicom slot then I used my adaptor to play it in the NES slot (not sure if this is what you have been calling a honeybee) the Retron 5 loaded me back to the exact same point in the game so it didn't care/realize that it was put into a different slot. I also confirmed that you can remove the game from the converter and the game will continue to play.
here are a few pics of the cart and the converter I used.
Hmmm... I wonder if the Retron5 will do the same song and dance playing a game with nothing in the system if you remove an SMS cart out of an official Sega Powerbase (or a SAG Powerbase Mini) converter?
Well some people have said that their Mother 3 reproduction carts haven't worked, but mine has; albeit, it does come up as unknown and will not import or copy the saves.
I have a request from the hyperkin tech. I have a special build they want to test out to try and see if a new routine will get more homebrew and repro(bootleg) carts running. I was given permission to send anyone the link who has a system currently who can load this beta build to their system.
This special build uses a new auto detection routine to investigate the game and try and get it to turn on for mapper 0-4 (currently but could be expanded) instead of just using the cart lookup database. A routine like this is hoping to get homebrew and repro/unlicensed stuff to run better or at all unlike before.
I'm under the belief this is probably the build I already had with that routine added in, so you'll also see other fixes which I mentioned before listed below.
Improved NES compatibility with some mappers due to hardware level fix
Cheat system completely re-done
Improved SNES cartridge detection logic (resolving HiROM/LoROM related errors)
Better handling of Genesis cartridge saves
SMS compatibility fixes
Fixed a bug affecting a few NES CNROM cartridges
Sonic & Knuckles "lock-on" fully supported
Added support for NES mapper 232
Added support for SMS controllers
Added support for save access on NES MMC6 cartridges (Startropics)
Fixed NES "Top Gun"
Fixed GBA Dragon Ball Z games
Modified the default button mapping between the wireless controller and GB/GBA/NES to match the layout of the original controllers
Fixed bug preventing console region setting working correctly with some games
PM ME if you want the link to the test build, I don't feel right openly linking it. Any feedback you can give on what works or not, you can either PM back to me, or you can write the Hyperkin Tech directly over facebook.
I have a request from the hyperkin tech. I have a special build they want to test out to try and see if a new routine will get more homebrew and repro(bootleg) carts running. I was given permission to send anyone the link who has a system currently who can load this beta build to their system.
This special build uses a new auto detection routine to investigate the game and try and get it to turn on for mapper 0-4 (currently but could be expanded) instead of just using the cart lookup database. A routine like this is hoping to get homebrew and repro/unlicensed stuff to run better or at all unlike before.
Tanooki, I know I've royally screwed my reputation on the DigitPress Retron5 thread, but IMO this autodetection mechanism for NES mappers is the best development I have heard yet. I had a feeling the checksum system wouldn't work, and I was right. I'm still not sold on the Retron5, but if Hyperkin can get it to reliably load "unknown game" with common mappers, this would be a positive first step in the right direction. I may still buy one in the future if they can work out all the bugs with the current version.
FTR, just want to formerly appologize for the thread-crapping I did on the Retron5 threads here on NA and Digitpress. It was uncalled for.
By the way if people with Camerica games are curious, my last beta build (not todays) ran Micro Machines which I picked up over the weekend locally.
And for the records I have tested the new build a bit, and it's getting there but needs a little tweaking on the dumping of those games.
Retrozone DK Original Edition works, but it's a little glitched but 100% playable. DK sprite spazzes out going up the ladder, and some wrong graphics are showing on the cement factory stage so the dump routine will get debugged.
My bootleg of Crisis Force which was a gray screen before 100% playable now.
Any game that works by this method will come up as 'unknown game' but they do work if they dump right.
You're fine stardust I think you got caught up in yourself in all of it. Hyperkin had it coming for some of the grief they got and I'm seeing that more with the lack of resources up front these coders got that they're now getting assists with.
Here's the total update list on this firmware I'm messing with.
Changes include:
Added system for auto-detecting configuration of NES carts for certain mappers (0-4), which will significantly improve compatibility with various repros
Cheat system completely re-done
Improved SNES cartridge detection logic (resolving HiROM/LoROM related errors)
Better handling of Genesis cartridge saves
SMS compatibility fixes
Fixed a bug affecting a few NES CNROM cartridges
Sonic & Knuckles "lock-on" fully supported
Added support for NES mapper 232
Added support for SMS controllers
Added support for save access on NES MMC6 cartridges (Startropics)
Fixed NES "Top Gun"
Fixed GBA Dragon Ball Z games
Modified the default button mapping between the wireless controller and GB/GBA/NES to match the layout of the original controllers
Fixed bug preventing console region setting working correctly with some games
Got the test build from tanooki and took it for a spin:
My pirate carts (green ones and the blue one pictured above)now get to their loading menus but when you click start they hang at a black screen.
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
my Retro USB Powerpak now allows my to try to start the cart but hangs on a grey and black jammed up screen.
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
Would this be one of those games with just a pile of NES games on it? If so, you're probably fine. They all illegally(like they care) use POCKETNES, a Nintendo emulator for the GBA with the name hacked off of it to run games. PocketNES much like Classic NES GBA games from Nintendo have to compensate for the taller NES image on the GBA screen. PocketNES compresses the visuals by dropping some lines of pixels as it's main way to work(I used it for years) so you get jitter or flicker off of it.
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
Would this be one of those games with just a pile of NES games on it? If so, you're probably fine. They all illegally(like they care) use POCKETNES, a Nintendo emulator for the GBA with the name hacked off of it to run games. PocketNES much like Classic NES GBA games from Nintendo have to compensate for the taller NES image on the GBA screen. PocketNES compresses the visuals by dropping some lines of pixels as it's main way to work(I used it for years) so you get jitter or flicker off of it.
Yeah there's screen shots placed to a website. I'll send you the link, not going to post it in case it's a problem. Basically the multicarts all boot to the menu but not the game looking at the screen caps.
I got another build overnight, supposedly the Golden Game 260in1 should work, and the bugs on the Supervision 115in1 are fixed as well so I'm looking forward to testing that out once my kid is down for a nap.
Comments
If you have one of the original NES converter cards from a gyromite, ETC. and use it with a famicom/famiclone cartridge in the NES slot for the Retron 5, you can actually remove the cartridge but leave the converter in the system and it will still continue to play the game from flash memory. It wont give you the typical "cartridge has been removed" notice.
Weird and cool?
Originally posted by: beldandy561
Weird and cool?
Makes sense. The system has the game in memory, so it probably keeps going if a circuit board of some type is still detected in the connector.
Originally posted by: Tulpa
Originally posted by: beldandy561
Weird and cool?
Makes sense. The system has the game in memory, so it probably keeps going if a circuit board of some type is still detected in the connector.
Originally posted by: Tanooki
The adapter has the Nintendo CIC on it, maybe the system checks for the lockout chip.
Somehow I doubt it checks for a CIC chip. There are also adapters for Famicom to NES which are more common and do not have chips in them. You could test the reverse of the process as well. Maybe there is some physical switch beneath the cart slots. Has anybody tried inserting a bare game PCB into a slot to see if it loads? If nothing it detected, then maybe the cartridge plastic is required to activate some sort of switch.
Stardust there's no switch in the slot, you'd see it.
Originally posted by: beldandy561
If you have one of the original NES converter cards from a gyromite, ETC. and use it with a famicom/famiclone cartridge in the NES slot for the Retron 5, you can actually remove the cartridge but leave the converter in the system and it will still continue to play the game from flash memory. It wont give you the typical "cartridge has been removed" notice.
How is that possible? They promised it only dumps the audio and video data!
There are no switches on the board, so it is either looking for power usage or some pins to be connected. Some CIC stunners might not use enough power to trigger the cart detection, but the Nintendo CIC would.
None of my pirate carts worked, Should I add these to the list as not working? (Not sure if multi/pirate carts are considered homebrew or repros)
My import version of Star wars is recognized and plays fine. It is worth noting that I started playing the game using the famicom slot then I used my adaptor to play it in the NES slot (not sure if this is what you have been calling a honeybee) the Retron 5 loaded me back to the exact same point in the game so it didn't care/realize that it was put into a different slot. I also confirmed that you can remove the game from the converter and the game will continue to play.
here are a few pics of the cart and the converter I used.
t
Question: Anyone come across a repro or a homebrew that worked for one person but didn't work for another yet?
This special build uses a new auto detection routine to investigate the game and try and get it to turn on for mapper 0-4 (currently but could be expanded) instead of just using the cart lookup database. A routine like this is hoping to get homebrew and repro/unlicensed stuff to run better or at all unlike before.
I'm under the belief this is probably the build I already had with that routine added in, so you'll also see other fixes which I mentioned before listed below.
Improved NES compatibility with some mappers due to hardware level fix
Cheat system completely re-done
Improved SNES cartridge detection logic (resolving HiROM/LoROM related errors)
Better handling of Genesis cartridge saves
SMS compatibility fixes
Fixed a bug affecting a few NES CNROM cartridges
Sonic & Knuckles "lock-on" fully supported
Added support for NES mapper 232
Added support for SMS controllers
Added support for save access on NES MMC6 cartridges (Startropics)
Fixed NES "Top Gun"
Fixed GBA Dragon Ball Z games
Modified the default button mapping between the wireless controller and GB/GBA/NES to match the layout of the original controllers
Fixed bug preventing console region setting working correctly with some games
PM ME if you want the link to the test build, I don't feel right openly linking it. Any feedback you can give on what works or not, you can either PM back to me, or you can write the Hyperkin Tech directly over facebook.
I have a request from the hyperkin tech. I have a special build they want to test out to try and see if a new routine will get more homebrew and repro(bootleg) carts running. I was given permission to send anyone the link who has a system currently who can load this beta build to their system.
This special build uses a new auto detection routine to investigate the game and try and get it to turn on for mapper 0-4 (currently but could be expanded) instead of just using the cart lookup database. A routine like this is hoping to get homebrew and repro/unlicensed stuff to run better or at all unlike before.
Tanooki, I know I've royally screwed my reputation on the DigitPress Retron5 thread, but IMO this autodetection mechanism for NES mappers is the best development I have heard yet. I had a feeling the checksum system wouldn't work, and I was right. I'm still not sold on the Retron5, but if Hyperkin can get it to reliably load "unknown game" with common mappers, this would be a positive first step in the right direction. I may still buy one in the future if they can work out all the bugs with the current version.
FTR, just want to formerly appologize for the thread-crapping I did on the Retron5 threads here on NA and Digitpress. It was uncalled for.
And for the records I have tested the new build a bit, and it's getting there but needs a little tweaking on the dumping of those games.
Retrozone DK Original Edition works, but it's a little glitched but 100% playable. DK sprite spazzes out going up the ladder, and some wrong graphics are showing on the cement factory stage so the dump routine will get debugged.
My bootleg of Crisis Force which was a gray screen before 100% playable now.
Any game that works by this method will come up as 'unknown game' but they do work if they dump right.
You're fine stardust I think you got caught up in yourself in all of it. Hyperkin had it coming for some of the grief they got and I'm seeing that more with the lack of resources up front these coders got that they're now getting assists with.
Here's the total update list on this firmware I'm messing with.
Changes include:
Added system for auto-detecting configuration of NES carts for certain mappers (0-4), which will significantly improve compatibility with various repros
Cheat system completely re-done
Improved SNES cartridge detection logic (resolving HiROM/LoROM related errors)
Better handling of Genesis cartridge saves
SMS compatibility fixes
Fixed a bug affecting a few NES CNROM cartridges
Sonic & Knuckles "lock-on" fully supported
Added support for NES mapper 232
Added support for SMS controllers
Added support for save access on NES MMC6 cartridges (Startropics)
Fixed NES "Top Gun"
Fixed GBA Dragon Ball Z games
Modified the default button mapping between the wireless controller and GB/GBA/NES to match the layout of the original controllers
Fixed bug preventing console region setting working correctly with some games
Tecmo Super bowl 2013 - Works - Unknown Cart
Tecmo Super bowl 2014 - Works - Unknown Cart
Tecmo Super bowl champions - Works - Unknown Cart
Super Mario 2j- Works - Unknown Cart - No retrozone. got it from somewhere on here doing repos
study hall - does not load
vs Super mario - loads something..but doesnt seem to work
My pirate carts (green ones and the blue one pictured above)now get to their loading menus but when you click start they hang at a black screen.
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
my Retro USB Powerpak now allows my to try to start the cart but hangs on a grey and black jammed up screen.
My FDS converson of mario 2 now works!
Originally posted by: kynrek
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
Would this be one of those games with just a pile of NES games on it? If so, you're probably fine. They all illegally(like they care) use POCKETNES, a Nintendo emulator for the GBA with the name hacked off of it to run games. PocketNES much like Classic NES GBA games from Nintendo have to compensate for the taller NES image on the GBA screen. PocketNES compresses the visuals by dropping some lines of pixels as it's main way to work(I used it for years) so you get jitter or flicker off of it.
Originally posted by: Tanooki
Originally posted by: kynrek
My pirate 142 in one gba multicart now loads and plays although the video is very jittery for some reason, I tried playing with video settings but nothing seemed to help.
Would this be one of those games with just a pile of NES games on it? If so, you're probably fine. They all illegally(like they care) use POCKETNES, a Nintendo emulator for the GBA with the name hacked off of it to run games. PocketNES much like Classic NES GBA games from Nintendo have to compensate for the taller NES image on the GBA screen. PocketNES compresses the visuals by dropping some lines of pixels as it's main way to work(I used it for years) so you get jitter or flicker off of it.
Yup, it is.
Originally posted by: Tanooki
Kynrek, PM coming your way, have a request for you.
Testing completed, I send you as well as the retron tech a URL to a page I created with screenshots of my findings.
I got another build overnight, supposedly the Golden Game 260in1 should work, and the bugs on the Supervision 115in1 are fixed as well so I'm looking forward to testing that out once my kid is down for a nap.
I played for about 5 minutes. Booted up fine, looked to be graphically fine, played fine. Unknown Cartridge though, obviously.