N64 + PSone + LCD mod possible?

Started by Guest_CZroe, October 22, 2006, 08:12:39 AM

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Guest_CZroe

OK, I've made up my mind to do SOMETHING with my PSone + LCD and this sounds like a good way to put it to use and do something that has never been done before, but I've got a few questions. First of all, what I'm planning is an N64 that plays games from CD via the PSone. This is all possible with Bung Multi Game Doctor products (V64jr512 and Multi Exchange), parallel port mod, and the respective consoles, but I'd like to go all the way by combining them together and moding for RGB, built-in save management, etc.

I want to make special thin housing for the DrV64jr under the N64 and connect it to the bottom connector (like the classic DrV64) and build in the CD64 accessory for combining save/CIC types along with the various save and CIC types ripped from cartridges. I'll replace the SIMM connector with an angled one if required. I would redirect the top cartridge port to the rear in some sort of contoured project box that doubles as a shelf for the attached PSone. It would also mount any switches the project needs and contain the wiring. If cooling is required, I guess it'll be vented through here too.

So here are my most important questions:

What happens if I mod the LCD for RGB input while leaving the PSone's RGB input intact, but turn on the PSone and the RGB N64 at the same time? The PSone already outputs RGB to the official LCD IIRC. Can/Will it damage anything? Of course there will be visual interferance, but the PSone would be turned off shortly after (PSone is turned on, N64 game is loaded, N64 is turned on, PSone is turned off). If I connect a video source to the LCD's composite input, I believe the LCD can turn on without the PSone. If not, I'm sure it can be modified to stay on.

The original DrV64 played VCDs. The PSone can be modified to play VCDs. The VCD kit for PSone essentially adds the parallel port internally then boots to the parallel port. If I buy the VCD kit, is there a way to toggle between booting this and the (also parallel) Bung Multi Exchanger?

I would also like to maintain S-Video output for both consoles. I believe I will take apart one of Sony's PSone AV boxes - the ones the plug into the multi-out and have another multi-out as well as an array of RCA Cinch and S-Video connectors. If I solder the N64's S-Video out to the same posts as the PSone S-Video, will they function without damaging anything for the moment that they are both outputting an S-Video signal? It seems like the most elegant way to do it if it works.

As a bonus, this thing will be able to write to Bung GB Exchanger flash carts, but mine is broken after a kid's dad smashed it with a hammer. :(

As for powering it, I'd hate to have extra power connectors all over for everything. Multiple power bricks depress me with inefficiency, but I'm no electronics engineer and I don't know how to make power supplies or anything. I do know that the PSone LCD included a new AC adapter with higher amperage, so the power draw can't be anything to scoff at. Does the N64 power adapter have extra power "rails" for the 64DD or was the DD unit powered on it's own PSU? If so, how can I determine if it is adequate?

Thankfully, the DrV64jr is powered off the N64, but it normally requires batteries while the game is loading. I'm sure I can wire the battery posts to the PSone in a way that will toggle the 15v* it needs on and off, but I'd still need to get that 15v* from somewhere. On the original N64, I used an AC adapter (rarely) or batteries (most often). The batteries were especially usefull when the PC was in another room, but my typical configuration had them together and still required batteries. I would flip the N64's power on, then flip the battery switch "On" causing it to be automatically powered by the N64 while waiting to receive a ROM (the batteries were basically "on standby"). Once the ROM was loaded, I would flip the N64 off and back on to boot. This meant that the battery power was only needed for a moment and would last for ages. Just to be sure, I'd flip the battery switch off again once the N64 had booted. For this setup, I'd like the PSone to somehow turn on the V64jr's power directly or through a relay or something while the ROM loads. When the N64 is switched on, the power will come from the N64 and the PSone can be switched off. Because there are no batteries, this requires that they both remain on simultaneiously for a moment. If the N64 is switched on simply to power the DrV64jr during the ROM load, I'm sure even the blank screen will screw with the PSone's video output.
*Or was it 20v? It was either 6 or 8 batteries, I forget which

Of course, this is all prospective and I'll probably never even get started (As excited as it makes me, I'm trying to be a realist). If you guys make it sound like this is all possible and easy enough, I'm much more inclined/motivated to do it.

kendrick

This is a really ambitious project, and I'd love to see it done. I'm only comfortable answering one of your questions, the one regarding video switching. If you have multiple input and output paths, it's best to isolate circuits with a multi-pole switch in every case. Multpile inputs that remain connected could cause a short, or could run power through components that aren't properly powered on.

In your place though, I would strongly consider the use of an original Xbox for emulation. N64 emulators run pretty well, and the only thing they don't do is run real cartridges. And even then, it might be easier to slap a cartridge slot on a PC than hook together all the gear you describe. But then again, I'm probably lazier than you are. :)

-KKC, doing fun things with the PS2 network adapter...

Guest_CZroe

QuoteThis is a really ambitious project, and I'd love to see it done. I'm only comfortable answering one of your questions, the one regarding video switching. If you have multiple input and output paths, it's best to isolate circuits with a multi-pole switch in every case. Multpile inputs that remain connected could cause a short, or could run power through components that aren't properly powered on.

In your place though, I would strongly consider the use of an original Xbox for emulation. N64 emulators run pretty well, and the only thing they don't do is run real cartridges. And even then, it might be easier to slap a cartridge slot on a PC than hook together all the gear you describe. But then again, I'm probably lazier than you are. :)

-KKC, doing fun things with the PS2 network adapter...
For video inputs, I know you can run multiple composite signals through a single RCA cinch connector using Y-cable splitters/combiners (crossed chroma+luma, ground), so I guess I just assumed that you could do it with S-Video (cross the two chromas, two lumas, and both grounds). If I can't do this, I'll just hack up a PSone AV Connection Cable and use the N64 with composite (the LCD will auto-sense the source). It's just a shame that the PSone will have RGB and the N64 will not, but I think it's better than adding another confucing switch. I might hide some DIP switches so I at least have the option without making it look like a Star Trek control panel.

Using this is really meant to eliminate the legacy PC from the home theater while still keeping all my equipment and classic consoles connected, though I will continue to have a small form factor Media Center PC (no parallel port). I think it would also be a pretty cool show-piece. As a collector, I'd be keeping the N64 out with all the other stuff anyway. Heck, there's a Master System, a Genesis with Power Base Converter (Master System adapter), and a Genesis "2" with a 32X and SegaCD so there's plenty of redundancy already. Consolidating systems while retaining components as well as packing up the game carts and consolidating them on CD seems like a good idea. If I go through with this, I think I'll even paint the PSone + LCD black.

Of course, I could use the same CDs for playing N64 titles on the XBOX when appropriate. ;)

Using it exclusively does not appeal to me. I have yet to see an N64 emulator get even Mario 64 right. For instance, the invisibility particulation effect (Mario is not supposed to simply fade). Textures and UI elements always look stange and screwy because they have been converted to polygons for a PC API and rendered by the PC video card. The fire effect on the Zelda Ocarina of Time title screen, the blur effect in Majora's Mask cinema scenes and following Nintendo/Rare games, etc. Even Nintendo's own N64 emulator bungles these effects. Then, there is the lack of accessory support and the circle-square-circle axis conversion on the controller (Adaptoid circumvents this). Plus, add all that to the fact that Panel de Pon/Pokemon Puzzle League (Best puzzle game ever, also known as Tetris Attack) is pretty much unplayable with any N64 emulator, and there is a strong case for hardware cartridge emulation on a real console. Also, since the very first release of an N64 emulator on XBOX, I have been asking for USB Adaptoid support so I could at least use a real N64 controller with real N64 accessories. Pretty much all PC N64 emulators support it (Even UltraHLE). I don't know, has this happened?

Just to do something with the PSone+LCD, I think I'll at least get the rigging to mount it to the N64, reroute the cart slot, run composite video in, and paint it, then I'll see where I go from there (RGB, then V64jr).

Do they make DPXT switches that can throw a ton of switches at once? Like, enough for audio, S-Video, multiple power wires and more? Especially the kind that work with a button instead of a flip.