LED Pixel Walls and FPGAs: Converting Composite Video directly to HUB75E? (Part 1: Project Overview)
The start to a multi-series video documentation project to use an iCE40UP5K FPGA to build a standard-def composite-to-HUB75E video conversion system with a one-scanline (63.5 uS) processing delay from video source to the LEDs.
The low frame rate the Colorlight LEDVISION software samples the emulator output at makes playing retro games this way unsuitable for a quality gaming experience.
Moreover, converting a composite video signal into HUB75E to drive LED panels in a raster-scan fashion akin to a CRT should allow for the lowest possible amount of lag to be achieved between a classic analog video source and a modern LED digital display.
I am curious to see if light guns games from the NES era will work properly with such a video device specifically optimized for these low 240p NTSC resolutions. ... https://www.youtube.com/watch?v=nJel4D7JnjU
Video demonstrating USB-NES running a few Famicom games.
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https://usbnes.com/usb-nes/
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https://www.youtube.com/watch?v=AcAI3tPR8Vk
Custom build. Uses a colorlight 5A-75E display controller that accepts some sort of network broadcast frames with raw RGB data that represents scanlines for the controller to work out into HUB75E data to feed the really dumb display panels.
The panels are 128x64 pixels and are 1/32 scan; thus there's a 5-bit scanline select input and 2 pixel data channel inputs for each panel. Each data channel contains a 3x 128-bit shift register for colors red, green, and blue; this means out of the box the HUB75E panels only support the handling of 7 colors and absolute black, without getting fancy. The displays can be daisy-chained and this in practice extends the effective length of the pixel shift registers, but also stresses higher bandwidth requirements on a single HUB75E link to fill scanlines just as fast.
The controller card is responsible for using a pulse modulation system to display many more colors than 7, but higher color resolution requires the display run at higher frequencies and this progressively dims the overall brightness of the display, up to the 30 MHz clock frequency maximum. In theory, 30 MHz is good enough to support 21-bit color @ 60 frames per second on a single panel.
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https://www.youtube.com/watch?v=dRW13dCDFAI
Updating the USB-NES firmware fixes bugs and improves overall cart compatibility. Please visit the firmware upgrage homepage for more info:
https://usbnes.com/usb-nes-firmware-upgrades-compatibility/
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This video is part 2 of a 2 part series where we look at how to upgrade the USB-NES unit firmware.
In this video we will be focused on updating the USB-NES kernel.
Part 1 here: https://www.youtube.com/watch?v=4rYIT7QQth8
The USB-NES kernel is easy to update via USB.
The first thing you need to do is plug your USB-NES into the computer with no cartridge plugged in.
Be sure that your computer's hidden and system files are visible.
In Windows, you can check the kernel version of your USB-NES by right-clicking on the USB-NES drive and going to properties. Click on the Hardware tab, select BTTD Grp BLUE-PILL KERNEL USB Device from the list of disk drives, and click on Properties to open a new box.
From here, click on the Details tab, and select Hardware Ids from the Property drop-down box.
At the end of the first line in the Value window, you will see the 1.2 digit version number at the end of the string.
You'll want to now head over to https://usbnes.com/usb-nes-firmware-upgrades-compatibility/
and scroll down to the Stable USB-NES Kernel Versions Available list and compare
the latest version numbers there to what is on your unit.
Click on the Stable USB-NES Kernel Versions Available link to spawn the kernel update tool page.
On this new page click browse and select your unit's security.bin file, and select desired kernel version from the dropdown button. Click on the upload button and a firmware download link will appear shortly. Click on the link and download firmware.bin to your computer.
Before you copy firmware.bin onto USB-NES, be sure to not interrupt the file transfer or cut power
to the unit while the green light is on or blinking (for about 10 seconds) or you could damage your unit. Moreover, using a good computer with an uninterruptible power supply is strongly recommended for performing USB-NES kernel upgrades.
After the blinking is done, you will be left with a USB-NES with no application layer.
So at this point you will have to repeat the process discussed in the first video to finish setting up the USB-NES with fresh new firmware.
The end.
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https://www.youtube.com/watch?v=ykkUEwzQR7w
To extract the extra button data from both shoulder and C buttons on the N64 pad, it needs to be latched during the falling edge of the clock on a modified NES. On a normal NES, the button data is latched on the rising edge of the clock so the extra pad buttons are simply ignored.
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https://www.youtube.com/watch?v=qije1a62yFg
No April Fool's Joke! Mapper 268 is now available on USB-NES, and the firmware update will be rolled out in the next few days. Plus you can now patch in your own autodetect sequences using the new text-based mapper override scripts. There are many new settings now, and the website will be updated to reflect that in May 2022.
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The controller uses 2 shift registers to latch 14 buttons (excluding the analog stick) from the N64 controller, and a multiplexer to select an 8-bit stream of buttons to return to the NES based on the polarity of the clock line. Moreover, the NES will pulse the controller clock LOW to drive that data on the CPU bus and it is latched on the positive edge. However, the data entering the NES on the negative edge transition of the controller clock line is effectively ignored, and thus opens up a data communication technique allowing the extra button data to be sent over the same wire and during the same clock cycle as the classic gamepad data.
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https://www.youtube.com/watch?v=G3o8pqJN6Kw
The RAM board when loaded with software can play the majority of NES and Famicom games in existence. For use on the Custom NES/Famicom Development System.
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https://www.youtube.com/watch?v=YWMgAfuv9m4
*Warning shaky video*
Custom build. Uses the keyboard to rapidly select different NES games to play, and custom low-resolution VGA modes to achieve unconventional frame rates like 90 Hz and 180 Hz.
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https://www.youtube.com/watch?v=gZTzQPYeB-I