Getting Parallel Port on GameShark 3.3 to Work

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

  1. APE

    APE Site Supporter 2015

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    Err, yep. Good thing I didn't manage to order the wrong part. 70mhz versus 120mhz make much difference in this application?

    Maybe I'll rework this thing to not be so kill happy but that might be a software problem more than hardware. Maybe disabling WE will do some good, at least until I want to add more codes.
     
  2. APE

    APE Site Supporter 2015

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    Good news everyone! The parts I ordered went in and it worked just fine after finding a patched version of the utilities that supported XP. Used through hole resistors instead of SMD as I didn't want to spend the extra when I already had them on hand. Plenty of room in the cart for them and then some.

    Even revived a bad GS in the process!

    BTW, the 7 segment display is a HDSP-7501 which has a common anode:
    http://search.digikey.com/us/en/products/HDSP-7501/516-1202-5-ND/637466
     
    Last edited: Mar 28, 2012
  3. MasterOfPuppets

    MasterOfPuppets Site Supporter 2013

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    Good job! Any pictures of what it looks like now?
     
  4. APE

    APE Site Supporter 2015

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    Ugly with the resistors hovering about. It works but I wouldn't do it a second time this way.

    Translation: I would but I don't want people thinking it is indicative of the quality level I put into all of my work. Plus it looks like a regular 3.3 with a bunch of resistors.
     
    Last edited: Mar 28, 2012
  5. gra11

    gra11 Newly Registered

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    I also have a GSP (REF1329) which has the holes and space to mount the missing components. However I can't figure out what's the place for each component. So a picture of your Gameshark will help me a lot.
     
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