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MaximRecoil

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Everything posted by MaximRecoil

  1. Yeah, I looked at a few CR2032 battery holders I had on old PC motherboards and they were all too tall to fit in an SNES cartridge too. The original batteries only have about 1/8" of headroom when the cartridge is screwed together, so I doubt there would be any CR2032 battery holder that would fit in there and still allow the cartridge to be screwed back together.
  2. Yeah, check the last line of my opening post. They look like this: They are just standard CR2032 batteries, except they have insulation and spot-welded tabs. They look perfect for an SNES cartridge battery replacement to me. Well, those Sanyo batteries work perfectly. The spot-welded tabs are the same as the original batteries and they are a direct drop-in replacement with no problems. I used one to replace the battery on a Super Mario World cartridge, and it saves games like it should with the new battery. I bought them from Mouser.com (link). Just make sure you get the polarity the same as the original battery. On the original battery, one of the tabs is fatter than the other, along with one of the solder holes being fatter, so it is not possible to get the polarity wrong. On these Sanyo batteries, both tabs are the same thickness so you could get the polarity wrong if you don't take note of which way they are supposed to go beforehand.
  3. 1. Super Punch-Out 2. Punch-Out 3. Street Fighter II 4. Super Dodge Ball 5. Double Dragon
  4. Yeah, the NeoGeo had a 12 mHz 68000 and the Genesis had a 7.67 mHz 68000, but the NeoGeo had a far more powerful graphics engine, and far more powerful sound capabilites as well. The Playstation 2D fighter ports were definitely improved over the SNES and Genesis ports. Maybe they weren't up to the level of what the NeoGeo could do (it's been like 10 years since I've played an SF port on the Playstation) but it was the closest comparison I could think of. But I was thinking CPS-1 level games anyway (SFII:WW, SFII:CE, SFII:HF), which I'm sure the Playstation could handle accurate ports of. The games you mentioned originally ran on Capcom's CPS-2 arcade hardware which is more powerful than both CPS-1 and NeoGeo. Maybe it could be said that the NeoGeo had 2D capabilites somewhere between the PS1 and the PS2. Either way, it blows the Genesis out of the water by a long shot.
  5. Williams Stargate (1981). Nintendo "Red Tent" cocktail machines.
  6. Yeah, check the last line of my opening post. They look like this: They are just standard CR2032 batteries, except they have insulation and spot-welded tabs. They look perfect for an SNES cartridge battery replacement to me.
  7. The Genesis is not even in the same league as the NeoGeo MVS/AES hardware, and neither is the SNES. You'd need something along the lines of a Sony Playstation to equal the 2D capabilities of the NeoGeo. Take a look at e.g., "SVC Chaos: SNK vs. Capcom" and compare it to the SFII ports that were done for the Genesis and SNES. The NeoGeo was arcade hardware released in 1990, while the Genesis was console hardware released in 1988. Remember, we didn't get arcade-quality ports of the Street Fighter games until the Playstation came along in 1995, which is something the NeoGeo was more than capable of all along. The NeoGeo is more powerful than Capcom's CPS-1 arcade hardware (released in 1988), which the original SFII ran on. Both the Genesis and the SNES were a good deal less powerful than Capcom's CPS-1 hardware, as evidenced by their respective ports of SFII.
  8. That sucks. I wouldn't want anyone else to solder anything for me either. I worked in a PCB factory for 2 years, inspecting and soldering about 1,000 boards a night. I also trained new-hires to solder (and desolder). The PCB's we made were for commercial fire alarm systems like you would find in a hospital or a school, which were classified as "life-saving equipment", so they were very particular about the quality of the soldering (as well as everything else). I have the same model of Metcal soldering iron at home that they had for us to use at work too. They retail for about $450 new, but I got a good deal on a used one. They are amazing -- nothing else compares IMO, not even a $1,000 Hakko. I'll post back here about how those Sanyo batteries with the tabs work out.
  9. Yup. The original Deluxe Set w/ R.O.B. didn't either...it came with Duck Hunt and Gyromite. That's the one my cousin got when the NES first came out. He bought SMB separately. That robot never worked for him either.
  10. Except that a raster arcade monitor and a "home color TV" of the time = the same resolution capability. A traditional TV and a standard resolution (15.75 kHz) raster arcade monitor are the same thing, except the arcade monitor doesn't have a tuner, and it has RGBS inputs.
  11. That's interesting. That's something they do right in the store? The closest one to me is an hour away though, so I'll see how these Sanyo batteries from Mouser.com work first.
  12. If you mean a battery holder then they are too big, unless you know of a really low-profile one. Actually I'd just prefer the correct battery because there is no chance of them losing the connection momentarily, like if the cartridge is dropped or something. I'll probably just order the one from Mouser.com that I linked to. It's weird that Super Metroid already needs a new one, I have 8-bit games with battery backup that still works. It doesn't need a new one yet. I just want to replace it because it is about 13 years old now.
  13. If you mean a battery holder then they are too big, unless you know of a really low-profile one. Actually I'd just prefer the correct battery because there is no chance of them losing the connection momentarily, like if the cartridge is dropped or something. I'll probably just order the one from Mouser.com that I linked to.
  14. 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:
  15. 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).
  16. 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?
  17. 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.
  18. 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.
  19. 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".
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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): 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.
  25. 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: 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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