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Posts posted by MaximRecoil
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From memory, the Cartridge batteries are awfully similar in size and shape to a PC motherboard battery. I don't think it really matters what battery you put in there, as long as it is the same voltage. Probably 1.5v.I don't think I would try it on Super Metroid first though....
A PC motherboard battery is the right type (CR2032) but it doesn't have any tabs. It uses a battery holder. There is not enough room in an SNES cartridge to mount a battery holder and be able to put the cartridge back together properly (though it would be convenient if you could).
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They are CR2032 but they have 2 solder tabs spot welded to them, with about 18mm spacing between the tabs. The original one in my Super Metroid cartridge is labeled "Maxell CR2032 T". There is a site in the UK that sells them (near the bottom of the page) but I wouldn't want to pay overseas shipping.
You would think that a Google search for "SNES battery" or "Super Nintendo battery" would turn up a dozen sites with the correct battery, but all I can seem to find are places selling the ones without tabs and/or places with ridiculous instructions for adapting ones without tabs, which involves breaking the old tabs off the existing battery, and some electrical tape (good grief).
The Sanyo CR2032-T14-1 on this site looks like it would work (which is cheaper on Mouser.com). Does anyone know for sure?
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I really believed the Arm-Wrestling was a fun game. However, it was a perplexing Video Game none the less. If you understood Nintendo's tactics of Arcade's back in the 1980's, a player would automatically play a Nintendo title instantly! On the other hand, Arm Wrestling had too many key elements in this little gem that were to much of a hassle to get into. I had to put in 75¢-$1.00 just to realize the standard basics on just to figure the con-founding controls! I certainly was not going to let Arm-Wrestling get the best of me. However, thankfully I'm a ponderous individual that catches on right away, and I manage to enjoy the game. I think this was truly a underrated title.Anthony...
It's alright, but like I said, not that great (IMO). I understand how it is played now, but as a kid it wasn't interesting enough to me to even try it a second time. It is not up to the standards of Punch-Out and Super Punch-Out for playability, and it doesn't tend to hook players right away like those games did either. They even cheaped out on the voice synthesis chip. Compare the quality of the voice of the announcer in Punch-Out to Arm Wrestling some time and you'll see what I mean.
And on top of the counter-intuitive gameplay, control input that doesn't give much onscreen feedback, no indication of your status (are you winning? losing? who knows?) and bad sound, if you want to do well in the game it becomes a physical workout, along the lines of Track & Field (Konami 1983), and I don't care much for button masher games (or in this case, joystick masher).
The only way I would own one is if I was trying to complete a collection of Punch-Out machines and their official conversions (Super Punch-Out, Arm Wrestling, and PlayChoice-10). Otherwise, if I found a good deal on one, I would deconvert it back to Punch-Out. Same goes for if I found a good deal on a PC-10.
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I think once gamers get past graphics vs. gameplay, the next debate is character vs. immersion. We've seen it before with East vs. West RPG styles.The graphics, animation, and sound are superior by a long shot in arcade PO. IMO, the gameplay mechanics, as well as the general gameplay elements, are also superior, and not by an insignificant amount either. The NES MTPO does have a rudimentary "plot", while the arcade PO does not, so MTPO wins in that area (not important to me for a boxing game). It seems like Takeda felt they needed to add a lot of fluff to make up for the inferior technical and gameplay merits.
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It's all about the underdog story. People are still talking about Little Mac and his trainer. The other two heroes of the series, green hair guy with smile, and brown hair guy with determination, are most notable for their supporting roles in conversations like these.It depends on who you talk to. And I prefered the playable character being known as my CIB (my initials) when I played the game, to "Little Mac".
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(I know Punch-Out was an arcade game, but I think the NES version was actually much better)I was highly disappointed with the NES version of Punch-Out when I first tried it in '87, for many reasons. The graphics, sound, and animation were highly inferior to the arcade Punch-Out. The reason for that is pretty obvious. MTPO was running on circa 1983 console hardware while PO was running on circa 1984 arcade hardware, which consisted of a triple-stack boardset with a 4 mHz Z80A main CPU and two sound processors, and was about the size of 2 entire NES consoles.
But graphics, sound, and animation aren't everything right? Well the gameplay in Punch-Out was incredible. The fact that Punch-Out was the top earner in '84, and is considered the best arcade game of '84 by many people (including the KLOV staff), is a testament to this. It is often considered to be the final game of the true "classic era" of arcade games.
The gameplay elements of MTPO that annoyed me were:
- Twitchy single-frame-animation dodging (with a slight delay no less)
- Counter-intuitive blocking. Press down to block up? Let go and press down again to block down again? What is that all about? In the real PO, if your guard is up, you are also blocking up against head punches by default, and if your guard is down, you are blocking down against body blows by default -- this is intuitive and makes sense.
- Guard always defaulting to "down" and having to hold up on the D-pad to throw head punches. In the real PO, your guard stays where you last put it. If you push up on the joystick and let go, your guard stays up, and if you push a button, you will throw a head punch, you know, because your guard was up when you pressed the button. If you pull down, your guard is down, and you would throw a body punch if you pressed the button. Again, this is intuitive and makes sense.
- The "star" system for throwing KO punches. The means by which you obtain a "star" are pretty vague, and you can't even get a star against every opponent. And when you do get a star, it is a "single use" thing. In PO, you have a simple power meter which builds with each successful punch, and decreases when you get punched. When it is full, you can throw the KO punch as many times as you want, until you lose the full status by getting punched. This is a consistent, predictable, and intuitive system for gaining the KO punch ability.
- The "hearts" system. This one is from way out in left field. Why would you get more "tired" throwing a punch that gets blocked than throwing a punch that connects? Why am I stuck controlling a character that gets tired so easily? In PO of course, there is no such absurdity.
- Your character not only gets tired easily, but he is a midget, and a very small midget at that. He's smaller than a single leg of any of his opponents.
- Up to 3 rounds per bout. This means that you potentially have to knock your opponent down 7 (!) times before he stays down, and sit through those annoying inbetween-rounds screens that it doesn't let you simply skip. Speaking of which:
- The training scenes that you also have to sit through...every time!
However, the game did grow on me eventually. It's a fun game, and is often humorous, but overall it doesn't hold a candle to PO.
Super Punch-Out for the SNES was awesome, and fixed most of the issues I had with MTPO. The main reason MTPO was the way it was, was because of the severe hardware limitations of the NES (which makes it all the more strange to come across people who prefer MTPO to arcade PO). When Genyo Takeda had access to adequate hardware (SNES), he did it right, using essentially the same formula he used for the arcade PO and SPO.
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As coincidence would have it, I was talking about this game recently on another forum. This is what I wrote:
Arm Wresting wasn't that great. It was counter-intuitive to the point that the entire first match had to have onscreen prompts showing you what to do, or else no one would have a clue. It was a very strange game. Punch-Out and Super Punch-Out were fun from the get-go. You press a button to punch, and it punched. It made sense and there was instant gratification even for the first time player. Arm Wrestling, even after you figured it out, was a physical workout without much onscreen feedback of your progress. I'm not surprised it was a flop.
I only played it one time in the arcade. I was about 10 or 11 years old, and already pretty good at PO. I recognized it as a PO cabinet so I gave it a try. It wasn't fun; I didn't know what to do; my joystick movements didn't seem to be doing much of anything useful, and I lost very quickly to the first guy. I walked away with a general "WTF" feeling with no desire to try it again.
If you compare that to my first try on PO, well, just by mashing buttons I beat the first two guys (got dusted by Bald Bull of course) and it was fun; and I was hooked.
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I'm looking for:
- Mike Tyson's Punch-Out (NES)
- Super Punch-Out (SNES)
- Super Castlevania IV (SNES)
They only need to be working. Boxes and/or manuals are not necessary. Also, I am not interested in the Mr. Dream version of Punch-Out.
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I would never "MAME" a dedicated pre-JAMMA cabinet; unless it was a temporary solution until I found a correct, working boardset for the cabinet. In such a case I wouldn't do anything to it that couldn't be undone, and I'd only run games on it that fit the particular control scheme of the cabinet and the monitor orientation.
For example, if you had a complete Donkey Kong with a non-functioning boardset; it wouldn't hurt anything to temporarily unhook the original wiring harness, set a PC with an Ultimarc ArcadeVGA video card in there on the floor, hook it all up through a keyboard encoder and play some Donkey Kong ... or Pac-Man or Galaga or any of the other games that work with a vertical monitor and a button count of one or none.
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The Super Punch-Out!! from Fossa's General Store down in the middle of my home town in 1987.
I've owned a Super Punch-Out!! machine for almost a year now, but it is slightly different than the one I played as a kid. The one I have now plays identically to the one in MAME, but the one from when I was a kid had these differences (I've typed this out before on a different forum so I'll C&P here):
Here are some differences between the official Super Punch-Out ROM that is used with MAME and the arcade machine that I played as a 12/13 year old in '87/'88:The first difference you come to (not counting various minor emulation problems with the audio and skipping the anouncer's introduction for the fighters occassionally) is with Great Tiger. In the arcade I could consistently beat him at about 36 seconds. In MAME, my fastest time on him is 49 seconds. The reason is that, in the arcade, after knocking him down with one punch when he steps back, then forward to do his "Fists of Fury" Piston Hurricane impersonation, you could hit him once to the gut when he got up and he would immediately go back down again, and stay down, for an easy 36 second win. This doesn't ever work in MAME. You can hit him in the gut when he gets up but he takes it, along with 3 more shots to the gut and he still has energy left.
The second difference is when you get to Super Macho Man. In MAME, his location on the introduction screen is simply stated as "USA". In the arcade it was stated as "Venice Beach, California".
The third and final difference that I have noticed is; when you beat the 2nd Super Macho Man, in the arcade you were greeted with the 3rd Bear Hugger, as you would expect. The 3rd Bear Hugger is distinctive in that, unlike the first two Bear Huggers, his opening move is his big one hit knock down move. This will catch most anyone off-guard if they are fighting this incarnation of Bear Hugger for the first time; resulting in them going down instantly less than 3 seconds into the round and not getting back up. I remember it well from the arcade because the first time I got to the 3rd Bear Hugger was also the first time I beat my rival on that machine's long standing high score, and of course, the first time I'd beaten the 2nd Super Macho Man.
In MAME, the 3rd Bear Hugger is skipped (it goes directly to the 3rd Dragon Chan after beating the 2nd Super Macho Man) and he is saved for the 4th time around, in which case, he fights identically (including the one hit knockdown opening move) to the arcade's 3rd Bear Hugger).
It would be awesome to own that exact machine from Fossa's in '87, but it would also be cool just to get my hands on a "Venice Beach" version of the SPO boardset for the SPO machine that I currently own.
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I have posted this question on every forum that I can think of including rec.games.video.arcade.collecting, alt.games.mame, mame.net, klov, byoac, mameworld...Either no one knows or they aren't telling
I have a Super Punch-Out arcade machine and some of the sound effects are wrong. The sounds that are supposed to be there for the opponent's punches and when the opponent is knocked down are missing, and they are replaced with a high-pitched dinging noise. I figure it is probably a bad ROM or a bad sound chip but that is just a guess. Here is how the sound hardware works for that board set:
On to Nintendo arcade games. I noted that most of their arcade games use the same sound system as the NES console (stands to reason). I think there are publicly available sound cores available. Why not consult the designer(s) of fwNES for information on sound interface and emulation for the Nintendo sound system? Also, note that in the dual-monitor machines like Punch-Out!, the NES sound came out the left speaker while the VLM-5030 sound came out the right. They were not mixed.Hardware:
Main Processor: Z80 (4 MHz)
Sound Hardware: N2A03 (1.789772 MHz); Nintendo Custom; VLM5030 (3.58 MHz)
So, the VLM-5030 sound (the announcer's speech and certain sound effects) is fine. The NES chip, N2A03 sound (music and general sound effects) is where I am getting the dinging sounds replacing sounds that are supposed to be there.
I set up a small page with an overview of the problem along with some audio recordings I made to help illustrate. I will probably make a video recording of the problem soon if I can't get any answers, to see if that helps.
So, if the NES chip (N2A03) is the problem, could I lift one from a NES and use it to replace the one on the Super Punch-Out board set? If it is a ROM issue, which ROM(s) would it be, i.e. which ones deal with the audio (probably need a hardcore MameDev to answer that one)? There are 33 EPROM chips on that board and since the game plays fine other than the audio issue, they can't all be bad. Could it be something else, like a RAM chip or something? I'm just taking shots in the dark here.
Can anyone help? I know that this isn't really an arcade-focused forum as a whole, but since this board uses a NES sound chip, and the sound issues are coming from the NES chip's side of the dual mono audio setup, I thought maybe someone here could shed some light on it.
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I think of "Rampage" as being the original classic "quarter sucker".
- Very little skill involved; just the fun of "breaking stuff".
- Time determines how long your game lasts more so than skill (skill hardly even applying to this game). Sure, if you are careful you could dodge enough of the enemy fire (kind of like trying to dodge rain drops to avoid getting wet) to last a minute or two longer than the next guy, but for the most part, they might as well just do a PC10 style time limit on each quarter.
- Three player game and Albert already said it in regard to Gauntlet, "Then you have a compulsion to keep feeding the game quarters so you can continue playing with the group!"
- Unlimited continues (in my opinion, no game can truly be called a "quarter sucker" without this "generous" feature)
I agree with Albert's assessment of Gauntlet, but at least if you were good, you could last a long time without putting in another quarter.
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Punch-Out goes on indefinitely as far as anyone knows. Do you mean you can beat the first Mr. Sandman on one credit?
The only games I can think of that I could beat with one credit in the arcade were Street Fighter II and Battle Shark. Most of the games that I was good at didn't have an ending that I know of so there was really no way to "beat" them.
Karate Champ VS. - I could beat the final level/guy and go back to the first level which was at a much higher difficulty.
Super Dodge Ball - I could play this game pretty much indefinitely. I have cycled through all the levels several times before I'd had enough for one sitting.
Punch-Out - I can play this game indefinitely. The highest I have gone is about 1.5 million. That was enough for me.
Super Punch-Out - My highest score on this game with one credit is 477,100; which was at fight 19, on the 5th cycle. This score would beat both the arcade and MAME records for Super Punch-Out at Twin Galaxies.
I guess that is about it. I was getting good at Vs. Excitebike back in the mid 80's but they came and took the machine out of there and replaced it with something else. I could get to track 5 or 6. Don't know if that game ever ends or not; it only displays 7 tracks on the screen but I don't know if it scrolls over to reveal more once you get to track 7 or not.
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Play Frogger in MAME and record it through your soundcard. It is a direct digital recording (i.e. better than holding a mic to a speaker) though depending on the quality of your soundcard, there may be some volume loss; which can be compensated for in an audio editing program. Then edit it in whatever audio editing program you like and convert to MP3. I did that with Sega's "Pengo" recently because I get a kick out of that tune.
I wish there was a way to directly rip the audio from a ROM but I don't know of any.
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I will definitely buy one if things turn out to be as they appear. First of all, it looks like it will be priced at under $200. Secondly, it looks like the download service for the classic games will be free or cheap. That is the major; actually the sole selling point for me. This is a chance to legally own Nintendo console ROMs (most of my favorite games were on Nintendo consoles) that are officially supported and endorsed by Nintendo themselves. I'm thinking [near] perfect emulation; big corporate support in the event of problems; playable on a console with high quality component and digital outputs to your TV in the games' native resolutions. Just try to get component video out of your old toaster NES, lol.
I have been thinking about building a PC just for emulation and there is no way I could end up with results as slick as that for playing NES, SNES, and N64 games on a TV; nor would it be legal but I suppose that is beside the point. I still intend to build a PC for MAME with a component-out (to TV) since that is the only option for what I want to be able to do but it is going to be a pain and I still don't have all the details completely worked out in my mind. I'll need a card with component-out and with a lot of weird resolutions that are accessable through, say, "Powerstrip" for starters. Then I will need to configure a lot of things for each game, as well as configuring Powerstrip. And things get worse when you are talking console emulation; this emulator for that ROM; that emulator for this ROM; configure this; configure that; a bug here; a glitch there...dead links to shut down ROM sites, wait times, popups, required voting on existing ROM sites and "Hey! Read the forum rules! No posting links to ROMs!"...
If a little console came out selling for under $200 with component outputs, loaded up with MAME and backed collectively by all the companies that own the rights to the games, with free or cheap downloadable ROMs and other software; I would be on it like a duck on a junebug; and say to hell with rigging something up myself. So, this Revolution, if it turns out the way it is supposed to, sounds like the cat's teats to me, lol.
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LOL! That struck me funny when I read that; and also reminded me of the "Weird Al" Yankovic song also from the 80's; "Girls Just Want To Have Lunch".— and it hit me: that food and eating would be the thing to concentrate on to get the girls interested. - Iwatani -
That sounds good but how do you do it? I am guessing that the Xbox needs to be modified in some way? If so, is it a complex and/or expensive procedure? Are there any guides or tutorials that you know of? Would it be able to run any Win32 emulator such as MAME and MESS? or are the modifications Linux-based?Well my first obvious choice would be fce on the Xbox There's your full screen glory right on your tv. -
Wow. That one on the link posted above (nesreproductions.com) for $30 sounds like a deal to me then; assuming he can make another one without me doing anything other than forking over the $30.First you'd need to know 6502 assembly, as well as the commands for the mapper on the board you're using.You'd have to edit the executable to change the FDS mapper commands to your target mapper. Which needs to be roughly similar in behavior(MMC1, maybe? I know that was used for Zelda and Metroid, which began as FDS games).
If the game uses FDS sound, you have to dummy it out or recode it to attempt the same thing on base NES audio.
THEN you can burn your EPROMs and mount them to the board.
I could get past the graphics/audio changes, but the screwed up game play mechanics suck IMO. For one thing, when you jump to break bricks, you keep going up as the bricks break; instead of rebounding directly back down like in the original. You also jump a little farther and the control of the Mario character is a bit different.I always like dhte look of Mario AllStars....
Except that the ? blocks didn't have rivets.
BTW, do you know of an FDS emulator that can do hardware stretching to fill the screen completely, the way that MAME and MESS does?
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That's interesting. If the ROM plays fine on ordinary NES hardware, then why can't any NES emulator play it, rather than just emulators that can play Famicom Disk System ROMs? Did they have to modify the ROM at all to make it compatible with standard NES hardware? You would think that it would at least need the Famicom Disk System's BIOS.
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That's awesome. I wonder if bootlegs of that game on a cart are still [readily] available? Does anyone know the details of how it would be done (putting the ROM onto a cart yourself)? It sucks that there is no official way to play that game on a U.S. console, beyond the Mario All-Stars cart for SNES; which I hate the game play mechanics changes that they made; actually, I hate all of the graphical/audio changes that they made.
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The Japanese version of SMB 2 was only released on the Famicom Disk System, is that right? Would it be possible to put the ROM onto a standard NES cartridge? or maybe a flash cartridge, in order to play it on regular NES?
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Yeah, plus the fact that you said the ROM image for SNES's Super Punch-Out is on the disc; which, as far as I know, guarantees that it is being emulated through software, unless the Game Cube can natively run SNES code; which I highly doubt.But like I said, it implies that it's an SNES emulator, just due to the name. -
There is an SNES emulator called "SNESticle"? I have used NESticle of course but I have never heard of SNESticle. I did a Google search for it and came up with a few mentions of the name but I didn't see any site associated with it or any downloads for it.If I recall, the ROM image has been found in a dumped disk image.I KNOW the text string "SNESticle" was found in the disk image, which implies an SNES emulator.
That's funny that Nintendo would incorporate an emulator found in the wild, considering their stance on such things. That reminds me of the audio files that ship with Windows XP that were created with a bootleg cracked version of Sound Forge 4.5.

Does anyone know where to buy SNES cartridge batteries?
in Classic Console Discussion
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The mounting tabs are spot welded to the battery at the factory. I'm pretty sure that Radio Shack doesn't carry them, as there is very little demand and Radio Shack is more interested in selling cell phones these days than being an actual specialized electronics store. They are not shown on Radio Shack's site; only the basic CR2032 without tabs (which you can get anywhere, including the grocery store).
What I need looks like this: