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    Pi in a Super Famicom Build

    Scheduled Pinned Locked Moved Projects and Themes
    super famicomsuper nintendobuildconsoleproject
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    • edmaul69E
      edmaul69 @obsidianspider
      last edited by edmaul69

      @obsidianspider it is common for cheap chinese cables to have the wires crossed.

      1 Reply Last reply Reply Quote 1
      • obsidianspiderO
        obsidianspider
        last edited by obsidianspider

        Today I decided to tackle the Raphnet adapter. I traced the pins on the SFC controller panel to the connector that I desoldered from the original main board. I soldered up a short USB cable and a ribbon cable to the SFC connector socket and it turned out pretty well. To keep the pins from touching each other I put some hot glue on the pins.

        0_1474151951487_raphnet-soldered.jpg

        0_1474152209196_sfc-with-raphnet.jpg

        I plugged in the adapter and turned on the Pi and four controllers were detected (The Raphnet adapter is for up to four controllers.). I set up controller one and then after I hit OK I was into EmulationStation. That threw me off a bit. I thought EmulationStation would just cycle through all the controllers automatically, but when I was in EmulationStation I just hit Start and then went into "Configure Input" and set up controller 2.

        The Raphnet adapter seems to work well, but after exiting a game I did notice the "pointing northwest" issue that Raphnet mentioned, so right now I'm trying to do the kernel patch that was mentioned to see if it will correct the problem. Apparently that takes around two hours to run on a Pi 2.

        📷 @obsidianspider

        1 Reply Last reply Reply Quote 3
        • obsidianspiderO
          obsidianspider
          last edited by

          It took about two hours for the kernel to compile and install, but Raphnet's patch seems to have fixed the "pointing northwest" issue.

          📷 @obsidianspider

          edmaul69E 1 Reply Last reply Reply Quote 1
          • edmaul69E
            edmaul69 @obsidianspider
            last edited by

            @obsidianspider just so you know you dont have to set up more than one identical controller. Set up the first then reboot emulationstation for the second to work in emulationstation. Or just skip that because it will work in the emulators as soon as you set up the first one.

            obsidianspiderO 1 Reply Last reply Reply Quote 1
            • obsidianspiderO
              obsidianspider @edmaul69
              last edited by

              @edmaul69 said in Pi in a Super Famicom Build:

              @obsidianspider just so you know you dont have to set up more than one identical controller. Set up the first then reboot emulationstation for the second to work in emulationstation. Or just skip that because it will work in the emulators as soon as you set up the first one.

              So it'll just "know" that it's the same for player 2? Good to know.

              📷 @obsidianspider

              edmaul69E 1 Reply Last reply Reply Quote 0
              • edmaul69E
                edmaul69 @obsidianspider
                last edited by

                @obsidianspider yup.

                1 Reply Last reply Reply Quote 1
                • obsidianspiderO
                  obsidianspider
                  last edited by obsidianspider

                  Since my friend is going to help me with my back panel today I wanted to try to get things a little closer to "done" before going to his house. When I put the top of the Super Famicom on I found that the cartridge slot area was hitting the GPIO area of the Pi. I could have cut the cartridge slot, but I'm really trying to keep the case intact, so I decided to take everything apart, remove the standoffs and relocate the Pi forward.

                  0_1474201106384_sfc-adjusted-standoffs.jpg

                  0_1474201125158_sfc-pi-relocated.jpg

                  Now that the top fit I realized that since the eject mechanism wont be used there was nothing to keep the button up.
                  0_1474201174744_eject-button-down.jpg

                  I looked at the button and there's a little bit of room on the bottom between the case and the button, so I took some black craft foam (I'm not sure of the real name for it, but it comes in sheets and is a few millimeters thick) and cut it into strips to fit between the bottom of the button and the case.
                  0_1474201306126_eject-button-foam-out.jpg
                  0_1474201319237_eject-foam-in-place-top.jpg
                  0_1474201338499_eject-foam-in-place.jpg

                  It worked out well. The button is snug and I didn't need to use any glue.
                  0_1474201501462_sfc-eject-button-up.jpg

                  0_1474201522349_sfc-together-2016-09-18.jpg
                  Things are looking good. Hopefully my friend and I will be able to make progress on the 3D printed back plate today.

                  I'm REALLY liking using real Nintendo controllers. With the Raphnet adapter they seem much more responsive than the old Gravis Gamepad Pro that I had been using. The 2m extension cables I bought for the controllers work without any issues. With things working this well I may abandon my idea of also using Bluetooth controllers, or maybe I'll just use the Retro Receiver that 8bitdo makes.

                  📷 @obsidianspider

                  mooseprM 1 Reply Last reply Reply Quote 2
                  • mooseprM
                    moosepr @obsidianspider
                    last edited by

                    @obsidianspider that's looking sweet man! I like the way your keeping everything looking factory made! I was thinking, if you got some slightly milky looking plastic to cover the tft, then had your label have the window to match the screen, it would look really good. And help to keep the screen more subtle and less distracting while your playing

                    want to get a tft into your project, look no further than here https://retropie.org.uk/forum/topic/7464/ili9341-tft-screen-guide

                    obsidianspiderO 1 Reply Last reply Reply Quote 1
                    • obsidianspiderO
                      obsidianspider @moosepr
                      last edited by

                      @moosepr said in Pi in a Super Famicom Build:

                      @obsidianspider that's looking sweet man! I like the way your keeping everything looking factory made! I was thinking, if you got some slightly milky looking plastic to cover the tft, then had your label have the window to match the screen, it would look really good. And help to keep the screen more subtle and less distracting while your playing

                      Thanks! I think it's turning out really well.

                      After spending the afternoon at my friend's house I think I need to look at 3D printers. That stuff is really cool. We made progress today, but there are still quite a few tweaks that need to be done, so I left the SFC shell at my friend's house so he can test fit things. The next thing for me to work on is figuring out how I want to cut out for the screen in the cartridge. I want to do some tests with plastic light switch plates and such to figure out how I want the bezel to work.

                      I do plan on making a label with a cut-out in it for the screen. I'm not sure what you mean by milky plastic, but I'm thinking even if the screen is inset by the thickness of the cartridge plastic it won't be too bad. Since the cartridge is rounded that adds a challenge.

                      While my friend works on the power plate I'll be messing with my reset button screen scripts with the weight-reduced version of my SFC Pi build.
                      0_1474228650556_sfc-apart.jpg

                      📷 @obsidianspider

                      mooseprM 1 Reply Last reply Reply Quote 1
                      • B
                        backstander
                        last edited by backstander

                        @obsidianspider great progress! Your eject button sagging fix is a good idea but I was thinking it would be cool if you could add an actual button there and when pressed, it will exit the game you're in and go back to EmulationStation. If you're not in a game it does nothing or some other function. I'm assuming your Reset button will either reset EmulationStation or reset the RPi and the Power button will either turn on the RPi or gracefully shutdown.

                        You could set the Eject button to run something like "sudo killall retroarch" which would be helpful if a Libretro emulator crashes or freezes and you could use it to get out. I sometimes have to SSH in and run that commend to exit a game that froze. If someone was a really good script writer, they could have it check to see which emulator is running and just kill that one. Or it could just gracefully exit the Libretro emulator like what happens when you press Start+Select on your gamepad.

                        edmaul69E obsidianspiderO meleuM 3 Replies Last reply Reply Quote 0
                        • edmaul69E
                          edmaul69 @backstander
                          last edited by

                          @backstander i think the eject button would be best if it exited out of the game too as that best simulates what you are doing on a real system

                          obsidianspiderO 1 Reply Last reply Reply Quote 0
                          • obsidianspiderO
                            obsidianspider @backstander
                            last edited by

                            @backstander said in Pi in a Super Famicom Build:

                            @obsidianspider I was thinking it would be cool if you could add an actual button there and when pressed, it will exit the game you're in and go back to EmulationStation. If you're not in a game it does nothing or some other function.

                            The only reason I don't have the actual eject mechanism/lever in place is because of things hitting the Pi. I'm not sure an actual button would fit well in there, especially after I upgrade to a Pi 3 with a decent heatsink. Finding a way to mount another button there is something to think about if I want to add more functionality in the future, but I'm not sure what I'd want that to be right now. Exiting an emulator isn't something I'm worried about since Start+Select works really well for that.

                            I'm assuming your Reset button will either reset EmulationStation or reset the RPi and the Power button will either turn on the RPi or gracefully shutdown.

                            The Reset button is connected to the GPIO and is toggling a script that is enabling or disabling the backlight of the secondary screen. Eventually it will cycle between the game art, system info (temps, disk usage, etc.), and if I can figure out how to parse XML with Python, game info from the approriate game list. I have to consider a lot of cases for when things need to kick off and/or refresh, but for now, turning the light on and off was cool because it means the switch detection is working.

                            📷 @obsidianspider

                            1 Reply Last reply Reply Quote 0
                            • obsidianspiderO
                              obsidianspider @edmaul69
                              last edited by

                              @edmaul69 said in Pi in a Super Famicom Build:

                              @backstander i think the eject button would be best if it exited out of the game too as that best simulates what you are doing on a real system

                              Right now it does what a real SNES/SFC does if you press the eject button and it's turned on, nothing. ;)

                              The power switch activates a lever that locks the game cartridge in place so you can't eject the cartridge while the system is powered on.
                              0_1474324678639_cartridge-lock.jpg

                              📷 @obsidianspider

                              edmaul69E 1 Reply Last reply Reply Quote 1
                              • edmaul69E
                                edmaul69 @obsidianspider
                                last edited by

                                @obsidianspider yes. It is how you change games. Just like if it exited back to the menu to, you know, change games. :D

                                1 Reply Last reply Reply Quote 0
                                • mooseprM
                                  moosepr @obsidianspider
                                  last edited by

                                  @obsidianspider my 'milky plastic' idea didn't work :( I was basically thinking of you were to get something like this

                                  milky

                                  which you cant see through from a distance, but once its close to something you can, Then I thought if you put that over the screen, it would be all nice and hidden until it was on. However the pixels being as small as they are on the little tft screen, you actually loose a bit of quality

                                  blurry

                                  so scrap that!! I was just thinking out loud

                                  want to get a tft into your project, look no further than here https://retropie.org.uk/forum/topic/7464/ili9341-tft-screen-guide

                                  1 Reply Last reply Reply Quote 1
                                  • meleuM
                                    meleu @backstander
                                    last edited by

                                    @backstander said in Pi in a Super Famicom Build:

                                    check to see which emulator is running and just kill that one.

                                    I think the best way to achiev it is looking for the command line used to launch the emulator. It's usually the 4th line in /dev/shm/runcommand.info. ;-)

                                    • Useful topics
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                                    obsidianspiderO 1 Reply Last reply Reply Quote 3
                                    • obsidianspiderO
                                      obsidianspider @meleu
                                      last edited by

                                      @meleu said in Pi in a Super Famicom Build:

                                      It's usually the 4th line in /dev/shm/runcommand.info. ;-)

                                      Wow! I didn't know that runcommand.info existed! That will help so I don't have to create a temp file with what's going on with a given game while I'm playing it.

                                      From github

                                      /dev/shm/runcommand.info now contains
                                      system
                                      emulator
                                      rom
                                      full commandline

                                      📷 @obsidianspider

                                      cyperghostC 1 Reply Last reply Reply Quote 1
                                      • cyperghostC
                                        cyperghost @obsidianspider
                                        last edited by

                                        @obsidianspider This thread is very informative and it's a pleasure to see your progress in your SNES build. Keep up the good work

                                        1 Reply Last reply Reply Quote 2
                                        • darthpaulD
                                          darthpaul
                                          last edited by

                                          Really good stuff here and a great build. I want to thank you sharing everything you have been doing, it is going to save me a lot of time and many headaches because I too was looking to use a secondary screen but I want to try and stuff it in a Gamecube.

                                          obsidianspiderO 1 Reply Last reply Reply Quote 2
                                          • obsidianspiderO
                                            obsidianspider @darthpaul
                                            last edited by

                                            @darthpaul said in Pi in a Super Famicom Build:

                                            Really good stuff here and a great build. I want to thank you sharing everything you have been doing, it is going to save me a lot of time and many headaches because I too was looking to use a secondary screen but I want to try and stuff it in a Gamecube.

                                            I've seen a few Gamecube builds and it looks very doable. If you do use a second screen, where would you put it?

                                            📷 @obsidianspider

                                            darthpaulD edmaul69E 2 Replies Last reply Reply Quote 0
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