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Thread: Getting Parallel Port on GameShark 3.3 to Work

  1. #21

    stuff

    Quote Originally Posted by MasterOfPuppets View Post
    Has anyone tired a parallel to USB cable with one of these? I'd rather use it with my desktop then my old Windows 98 laptop, especially if I’m going to be dumping my carts.
    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. #22
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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. #23
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    Quote Originally Posted by Vandurol View Post
    Piggyback it with other Gamesharks, turning on too many cheats, or deleting too many cheats.

    Avoid these.

    I use my 3.2 GS constantly with programs and homebrews, so don't worry about LPT damage. (Just make sure you set all pins to low when trying to use the gameshark again.)

    Make sure you clean the contacts of anything you get on eBay. It may not work right away. (the LED countdown will be stuck on a number, mine was on 7, just clean it thoroughly with electrical contact cleaners).

    And trying to use a GS is tricky. Sometimes it works, sometimes it doesn't. I found it best to put in a game without the GS, press the reset button, wait for the game to reload, then shut it off and try to use it with gameshark. Trial and error....
    What game do you use to upload to? Super Mario 64?
    Yaul: An awesome open source SEGA Saturn software development kit

  4. #24
    What game do you use to upload to? Super Mario 64?
    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. #25
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    I just remember every game I tried, the game would lock up.
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  6. #26
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    Quote Originally Posted by Viper View Post
    Also make sure that you run the software under Windows 95 or 98. Works better then Window XP.
    ...gsuploader? On Windows 95/98?
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  7. #27
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    Quote Originally Posted by ppcasm View Post
    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.
    Glad to see you on here. What PCI card(s) do you recommend? Any cheap ones?
    Yaul: An awesome open source SEGA Saturn software development kit

  8. #28
    I just remember every game I tried, the game would lock up.
    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 by Vandurol; 04-12-2011 at 04:49 PM.

  9. #29
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    Quote Originally Posted by Vandurol View Post
    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.
    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.
    Yaul: An awesome open source SEGA Saturn software development kit

  10. #30
    Well, we can rule out the possibility of the code/library being wrong since I used a precompiled ver. of Neon64.
    The precompiled ver. of Neon64 for GS? There is two btw~

  11. #31
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    Quote Originally Posted by Vandurol View Post
    The precompiled ver. of Neon64 for GS? There is two btw~
    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?
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  12. #32
    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. #33
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    Quote Originally Posted by Vandurol View Post
    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.
    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.
    Yaul: An awesome open source SEGA Saturn software development kit

  14. #34
    But it is odd that the moment I begin to transfer, it locks up.
    Yes, if it it fake, it locks up.

    It has the clear black shell.
    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. #35
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    Quote Originally Posted by Vandurol View Post
    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.
    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?
    Yaul: An awesome open source SEGA Saturn software development kit

  16. #36
    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?
    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:
    Quote Originally Posted by gsuploader.c
    #define UPLOAD_ADDR 0x80300000 //Where to upload your code, and also where execution starts after embedded code runs.
    #define EMBED_ADDR UPLOAD_ADDR-80 //Where to upload the embedded setup code, this runs first.

  17. #37
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    Quote Originally Posted by Vandurol View Post
    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:
    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!
    Yaul: An awesome open source SEGA Saturn software development kit

  18. #38
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    Oh, did you by any chance manage to package everything up? (all the files you use, etc?)
    Yaul: An awesome open source SEGA Saturn software development kit

  19. #39
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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/Dk...82017334754810

    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 by APE; 03-24-2012 at 05:06 PM.
    http://www.assemblergames.com/forums...ad.php?t=31524
    My feedback thread, since it seems somewhat difficult for people to find.

  20. #40
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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).
    those who can't make, mod

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