N64 NTSC & PAL security chip mod - 5 switch?

Started by chaoticjelly, January 04, 2007, 04:31:04 PM

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chaoticjelly

Does anyone know what I need for the NTSC & PAL security chip mod instead of 5 switches?

How to go about it?

I heard a flip flop or relay.. but which.. and how to wire up?

sebi1000

There is an easier way which functions with 80% of the gamess. You have to connect only the land code chip from a game directly to the Pif chip of the console.
Look here:

http://www.project-casemod.de/modules/newb...id=207&forum=27

We have tested it on some pal-consoles and it works with nearly all games.
Power Puff Girls, Sin & Punishment and Cruis`n Exotica doesn�t work.
The tutorial for this mod is in production.

chaoticjelly

QuoteThere is an easier way which functions with 80% of the gamess. You have to connect only the land code chip from a game directly to the Pif chip of the console.
Look here:

http://www.project-casemod.de/modules/newb...id=207&forum=27

We have tested it on some pal-consoles and it works with nearly all games.
Power Puff Girls, Sin & Punishment and Cruis`n Exotica doesn�t work.
The tutorial for this mod is in production.
Very interesting.. its a shame I dont understand German.

Im confident of my abilities to carry out the other mod (which works for all games) my PAL N64 only cost me �0.50p, so it doesnt matter about sacrificing it..

I just need to know a good way to have some flip flop or relay instead of 5 switches taking up all the room on the outside of the case  :lol:  

Hojo_Norem

QuoteI just need to know a good way to have some flip flop or relay instead of 5 switches taking up all the room on the outside of the case  :lol:
I have experemented using 4066 chips to switch between the two PIFs.  I made up a custom PCB (my first, as you can see from the image below) and fitted it to a JP n64 and hardwired to pcb the PAL pif.  A few of my PAL games booted first time, some needed resetting/power off/unplugging/replugging to get working while Majora's Mask would run for about 2 seconds then freeze.


(ugh, there were a lot of broken tracks on that one ^_^)
The 4066s arent flip-flops, but quad bi-directional analoge switches.

Maybe with a better board and miniature realays instead of 4066 (they might add too much delay) it might work.  Havn't try a NTSC game yet, my n64 is in bits right now.
Formerly 'butter_pat_head'

sebi1000

I�ve find out that some games check the TV-norm. This games don�t run in different countries even if you have modified your N64.
So we have to find a way to change the TV-norm in the console with a switch.
Part U7 and X1 are responsible for the TV-norm, but there must be another part, because only changing the xtal won�t work.

radorn

#5
QuoteI�ve find out that some games check the TV-norm. This games don�t run in different countries even if you have modified your N64.
So we have to find a way to change the TV-norm in the console with a switch.
Part U7 and X1 are responsible for the TV-norm, but there must be another part, because only changing the xtal won�t work.
How can that be? Does it mean that NTSC and PAL N64s run at different speeds?
Since passport3 can run some/most games in the proper video mode on a different system console, I thought video modes were configurable and set by software, like in any modern console, and not pre-set in hardware.

I know this is an old thread (although this sub-forum is not particularly active), but could you delve a bit into this?

phreak97

i would LOVE a mod which doesnt require importing anything, im in australia, and i have a bunch of us demo carts i want to try out.
can someone translate any information from those german forums? i have a fried fluent in german, but he's clueless about electronics and im afraid he'll ruin something in translation.

marqs

Hi! I just did this mod to my RGBed NTSC N64 using normal switches. I've tested around 15 pal games and found out that the newer ones (PD, Mario Golf, Rayman 2) won't boot. Others run perfectly.

The strange thing is that now ntsc games have problems with controllers: most of the time they aren't detected at all and when they do, there's a lag of several seconds. I've re-checked the connections and they seem to be ok. Additionally, US-Ocarina of Time won't boot anymore, which is weird. Could there be more pins that should be switched instead of joining together? Has anyone done this mod successfully or experienced similar problems?

marqs

I've now succeeded in booting all my pal-games, including those that didn't boot before. Those 3 games needed just cart replugging or booting Mario64 before them (yes, that seemed to help somehow).

I found the pinout for the PIF chip, which helped me solve the controller problem: http://www.crazynation.org/N64/n64_cart_info.htm#PIF%20Pinout:. The controllers started working when I separated "contr_gate" pins 15 (fixed contr. 1&2) and 19 (fixed contr. 3&4).

After looking at the pinout, it seems that this mod has been found out by trial and error. I think it would work better if just all the outputs were separated, now the switches separate some inputs and outputs. Well, it works well enough for me now: all games run fine when they boot and the only game that still refuses to boot is Zelda64(us). Perhaps I'll experiment more if I find new non-working games ;)

marqs

I got a bit frustrated in the randomness of booting games so I decided to look a bit more into this: I started separating more pins (with a few good guesses from the page above) until the n64 would boot games reliably. I found out that pins 1 and 13 were required to be separatated (in addition to the previous ones, which I also tried to combine too see if it was necessary).

Now the mod seems to work without any issues, but in my case it required 9 switches :o  (pins 1, 2, 5, 6, 8, 13, 15, 19, 28)  instead of the 5 which the original author claimed

lucidPerspective

if you used DPDT switches it would only take 5 switchs ;)

phreak97