Getting Parallel Port on GameShark 3.3 to Work

Discussion in 'Nintendo Game Development' started by MasterOfPuppets, Mar 15, 2011.

  1. ppcasm

    ppcasm Newly Registered

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    stuff

    I've modified the gameshark tools (gscc and n64 utils) to work with pci cards and other stuff. The usb->parport stuff isn't much for doing this sort of things, more for using legacy printer services over USB. If you have a pci parallel port card that can't be remapped I could probably help you with patching the utils, I was actually going to write a program to do it automatically.
     
  2. MasterOfPuppets

    MasterOfPuppets Site Supporter 2013

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    Thanks for the offer. I'll have to see if I can get a parallel PCI card somewhere around here.
     
  3. Piratero

    Piratero Peppy Member

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    What game do you use to upload to? Super Mario 64?
     
  4. Vandurol

    Vandurol Member

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    Every time I upload something, its always Super Mario 64, theoretically it should work with anything according to ppcasm's uploader based off HCS's previous work on Neon64. You should ask these two people rather than me.
     
  5. Piratero

    Piratero Peppy Member

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    I just remember every game I tried, the game would lock up.
     
  6. Piratero

    Piratero Peppy Member

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    ...gsuploader? On Windows 95/98?
     
  7. Piratero

    Piratero Peppy Member

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    Glad to see you on here. What PCI card(s) do you recommend? Any cheap ones?
     
  8. Vandurol

    Vandurol Member

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    Well, it could be 2 of reasons:

    1) Code is wrong. Double check everything
    2) Libraries are wrong. There is a necessary change needed on libdragon. Ask ppcasm.

    I used windows XP SP2 (i think) with UserPort (<-- click it) for full port access. My parallel port is built onto the motherboard as intended for gsuploader. PCI might not work until everything is done with ppcasm.
     
    Last edited: Apr 12, 2011
  9. Piratero

    Piratero Peppy Member

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    Well, we can rule out the possibility of the code/library being wrong since I used a precompiled ver. of Neon64.

    I'll try to enable full port access.
     
  10. Vandurol

    Vandurol Member

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    The precompiled ver. of Neon64 for GS? There is two btw~
     
  11. Piratero

    Piratero Peppy Member

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    Yes, I used the GS ver. AFAIK. Is there a binary that you've tested that works?

    Also, do you mind if you try any other games out with gsuploader and see if they work?
     
  12. Vandurol

    Vandurol Member

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    I'll upload everything I use that works and give a detail explanation on how to reproduce it on your system. Just give me a day or two.
     
  13. Piratero

    Piratero Peppy Member

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    No worries.

    Well, I just found out that my Gameshark... has a dummy parallel port! No wonder nothing would work. It has the clear black shell.

    FML.

    But it is odd that the moment I begin to transfer, it locks up. I'll have to check the internals and see if it really is a dummy parallel port.

    Either way, I'd like to see what files you're using.
     
  14. Vandurol

    Vandurol Member

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    Yes, if it it fake, it locks up.

    No glitter means fake. Sorry, also check if it has any LED display on the cart. If it doesn't its guaranteed a fake.


    This is why I buy 3.2 only since theres like 4 versions of 3.3 and all 3.2's work.
     
  15. Piratero

    Piratero Peppy Member

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    I'll be hitting eBay up then.

    Side note. So in the case of the N64, is the ROM address space directly accessible, or does the N64 copy the entire ROM onto RAM?

    I mean, where is the binary (uploaded through gsuploader) stored?
     
  16. Vandurol

    Vandurol Member

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    It does store the entire binary (ROM as in NES rom? for Neon64? then yes but not N64 ROMS because they are too big.) into ram. (there is only a maximum space of like... 4MB that doesn't interfere with N64 system's stuff.) This must include the expansion pack.

    I mean, where is the binary (uploaded through gsuploader) stored?

    This should answer your question:
     
  17. Piratero

    Piratero Peppy Member

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    I see, so then "our" executables are just loaded into RAM (8MiB w/ expansion pak) and then we JR/JAL to the start address. This shouldn't be too problematic. Hell, it'll allow self modifying code! :lol:

    On a side, I just purchased a GS 3.2 so I'll be looking to trying this out! Thanks!
     
  18. Piratero

    Piratero Peppy Member

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    Oh, did you by any chance manage to package everything up? (all the files you use, etc?)
     
  19. APE

    APE Site Supporter 2015

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    I'd rather dig up something relevant than start a new thread.

    I'm getting in the mail two GameSharks, one v3.2 that needs reflashing and a v3.3 that has a parallel port but lacks the ICs and surface mounted resistors. The parts needed are:

    HC164
    HC04
    HC364
    8x 220ohm resistors
    2x 10kohm resistors

    Assuming I everything correctly. Pretty cheap but I have one hang up, the HC364 comes in a few different flavors that run at different frequencies. I'm not familiar enough with the part's purpose and functionality to determine what affect a 70mhz version would have over a 120mhz version. Packaging for all three ICs appears to be SOIC and if it isn't the pinouts are the same and shouldn't matter much beyond soldering difficulties. Does anyone know what affect the frequency would have on things? This is the particular version I'm looking at right now: http://search.digikey.com/scripts/DkSearch/dksus.dll?Detail&itemSeq=112449700&uq=634682017334754810

    Without a GameShark in front of me I can't figure out if the anode or the cathode is the common for the 7 segment display. All of the 7 segement displays that Digi-Key offers are one or the other with a single being labeled 'universal' albeit with the wrong orientation for pins on the thing. Obviously this part isn't necessary for the parallel port to function but it would be nice to have it.
     
    Last edited: Mar 24, 2012
  20. Calpis

    Calpis Champion of the Forum

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    What the hell is a '364??? I've never even heard of that part. I guarantee that's supposed to be '374 which is an octal D-FF and actually appropriate. '164 which is a shift register w/o an output latch or register seems out of place in a GS, but I guess it drives the 7 segment (with glitches).
     
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