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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Mon Aug 03, 2009 7:04 pm 
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eurddrue wrote:
XCVG wrote:
Hmm, that's an idea, but if I did that I would do it right and solder it. I don't want to go back and redo it, especially if it's covered in hotglue.

:facepalm:

You solder it first. :P


Yeah, that should have been obvious, maybe I will, I have a lot to think about on this project.

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Mon Aug 03, 2009 7:16 pm 
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XCVG wrote:
eurddrue wrote:
Skyone always says, "You should submit this to the showcase :) "

About the expansion port, tear that Sega off, and bend the pins from the cartslot over. They reach the little blobs of solder, making it thinner :D then, cover with electrical tape and flood with hotglue.


Hmm, that's an idea, but if I did that I would do it right and solder it. I don't want to go back and redo it, especially if it's covered in hotglue.

Basement_Modder wrote:
Just get a sheet of 3mm plexiglass at the home depot. I am using it for sheet plastic on my portable. Just sand the shiny gloss layer off (I did it with 1000 grit, so it can't be that thick.) and paint it with Krylon Fusion. Looks just like regular ABS plastic, which is good for $2.49 a sheet. :)


I'll look but I'm probably going to use the N64 case, a la ShockSlayer.

Also, anyone have any tips on how to obtain free samples from TI?

You make an account on ti.com and request one.

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kos wrote:
ToastBucket wrote:
Why would you strip the board of it's parts?

idk i thought i had to because in the first diagram in theis thread i got it from somewhere else and all the parts of the board are missing


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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Mon Aug 03, 2009 10:56 pm 
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Portables: I forgot. Yeah.
Yeah, do what eurddrue says (with the bending and the soldering). 2 years ago I dubbed this "de-locating" the cart slot.

Tin the contacts on the n64 mobo first.

SS

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Tue Aug 04, 2009 4:44 pm 
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Alright, de-located the cart slot using the Eurdrue-ShockSlayer method. I was expecting it to kill my N64 but it amazingly survived. It is now both thinner and stronger than before. Pictures of the old one (in progress):
Image
And the new one, before I put electrical tape over it:
Image
Image
This is actually an earlier picture, but the game still looks exactly the same. The game I use is 1080 Snowboarding (sadly not 1080 high-def, not like my TV supports high-def anyway). Why? Because I don't really like it that much (I mean, I don't hate it, but I like it a lot less than Goldeneye or SM64), it's one of my most reliable carts (SM64 is one of my least reliable carts), and it didn't cost me that much (something like $5 or $10).

Image
This is a blurricam shot of the controller port. It's hard to tell, but I cut the middle lead (data) in half and soldered wire to each end. This will later connect to a switch to switch between integrated controller and external controller. I need to buy some switches, because I want a bank of IDENTICAL switches on the portable somewhere.

And that's about all I can do, because I need a new desoldering pump. I also need to get some free samples from TI. I hope everyone enjoyed my first worklog entry WITH PICTURES.

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Tue Aug 04, 2009 7:06 pm 
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Portables: I forgot. Yeah.
The Eurddrue-ShockSlayer method? How about the ShockSlayer (eurddrue is just a noob) method? :lol: I think I told him that a while ago, or I'm under-estimating his skillz. :rofl:

SS

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Tue Aug 04, 2009 9:25 pm 
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ShockSlayer wrote:
The Eurddrue-ShockSlayer method? How about the ShockSlayer (eurddrue is just a noob) method? :lol: I think I told him that a while ago, or I'm under-estimating his skillz. :rofl:

SS

I had many ruined n64s and a plethora of cartslots to practice with, I figured it out myself :rofl:

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Wed Aug 05, 2009 7:56 pm 
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Still gotta buy the desoldering pump. Was going to order some samples from TI but got the jitters at the last minute and backed out.

I need to get some switches too. The reason? I'm going to have a bank of switches along the side and I want the same kind of switch, not random junk switches that I found in my parts bin. I'm not sure how many I need. So far I've thought of: screen power, console power, FPS mode (don't ask), and int/ext P1. I haven't figured out how many switches it would take to switch video sources (I want a video in), would one N64 power switch do the trick? It doesn't have to be identical because this switch would probably be in a different place.

But I have a dilema on how to obtain my parts. Should I got to The Source (like RadioShack, but even worse) and pay the exhorbitant pricing, or order from RP Electronics and pay the shipping and insult fee (handling fee) to get vastly superior pricing? I have no idea, need some help here.

But enough of that, let me show off my screen:
Image
Playing SMB3 on my Intec Wii screen, not VC either, this is the real McCoy. Some of you may know I A/V modded it earlier. I have to make some comments on my screen obviously. First, the picture quality is pretty good, although the colors are a bit off, though not by that much. Second, the audio... I'm not sure. It seemed crappy in SMB3 but when I played Halo it seemed fine. Maybe that fake Game Genie damaged my NES, I have to check. Last thing, this screen is only 16:9 but I don't really notice or care that much.

G'night everyone!

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Wed Aug 05, 2009 8:13 pm 
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I know you said not to ask, but would that FPS mode happen to be the idea I brought up for a Perfect Dark N64p?

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Thu Aug 06, 2009 7:50 am 
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grossaffe wrote:
I know you said not to ask, but would that FPS mode happen to be the idea I brought up for a Perfect Dark N64p?


Well, as you know most games require you to have your LEFT hand on the analog stick. That's fine and dandy, but for the shooters I need the analog stick in my right. I've tried the default controls and they are strange and horrible. So I use 1.2 (Solitaire in 007 GoldenEye), but I use the analog stick in my RIGHT hand. And yes I've tried it the other way, it just doesn't work for me. So basically this will be a switch to switch from a stick on the left side to one on the right.

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 Post subject: Re: YAP64/2: XCVG's N64p Project
PostPosted: Thu Aug 06, 2009 6:54 pm 
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XCVG wrote:
grossaffe wrote:
I know you said not to ask, but would that FPS mode happen to be the idea I brought up for a Perfect Dark N64p?


Well, as you know most games require you to have your LEFT hand on the analog stick. That's fine and dandy, but for the shooters I need the analog stick in my right. I've tried the default controls and they are strange and horrible. So I use 1.2 (Solitaire in 007 GoldenEye), but I use the analog stick in my RIGHT hand. And yes I've tried it the other way, it just doesn't work for me. So basically this will be a switch to switch from a stick on the left side to one on the right.

so its a similar idea, but mine takes it a step farther. Perfect Dark and Goldeneye have options for a dual-analog style by using two controllers at a time. my idea was to integrate two controllers into the portable so you could use both joysticks. Big problem is that Goldeneye doesn't have the ideal dual-analog setup like Perfect Dark has where you can have move/strafe on one stick and look/turn on the other, so you'd need to mix-and-match joysticks for goldeneye. If you're interested, there's more on that idea in this thread: viewtopic.php?f=9&t=489

now, for what you're trying to do, there is always this controller to hack up which has two joysticks so you can swap which one you wish to use.
Image

Its called the Nyko Alpha Pro 64.

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