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Ghosts αSNES

YveltalGriffin

First Wii U Trimmer
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Joined
Jun 7, 2016
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Location
South Florida
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MCAD is getting very close to completion!

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Just need to wrap up the cartridge slot mounting and ribbon slot, and then I can lock in connector placement and start on the mainboard routing.
 

YveltalGriffin

First Wii U Trimmer
.
Joined
Jun 7, 2016
Messages
384
Likes
1,646
Location
South Florida
Portables
5
Well, I'm making slow but steady progress on the mainboard. I cleaned up the SNES core schematic, which was a disgusting EAGLE mess before because I didn't know what I was doing.

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The Super Everdrive schematic is done, and the routing is in progress.

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What I'm dreading is the cartridge slot connections. Both the Everdrive and cart slot ZIF connect to the SNES core through level shifter-buffers (so that both can be enabled/disabled at will). That means three different cartridge buses (SNES, slot, Everdrive) need to merge below the 1-Chip in a sane way. Gonna be rough, but I'll figure it out. I'm doing via-in-pad for everything to buy myself as much space as possible.

The build will use iPhone 15 Pro Max loudspeakers. Smartphone speakers have compact enclosures designed by the world's top audio engineers, and little styrofoam balls to make the chamber acoustically larger than its physical volume would suggest. TL;DR they sound very bassy and rich for their size! Have a listen!


With super crisp video that looks like an emulator, and super crisp audio using the Scampi architecture, this portable will be the ultimate way to play SNES on the go!!!

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For those concerned about the inclusion of a Super Everdrive instead of an SD2SNES, I get it. I did want to have an SD2SNES initially, but the fact is that the SD2SNES circuitry is outrageously large and complex, while only enabling ~12 additional (good) games to be played:
  • Megaman X2 and X3
  • Super Mario RPG
  • Super Mario Kart
  • Pilotwings
  • Super Mario World 2
  • Star Ocean
  • Ballz 3D
  • Star Fox
  • Kirby Super Star
  • Kirby's Dream Land 3
  • Doom
And here's the difference in implementation size / complexity between ED (top) and SD2SNES. Note that this is with BGA replacements for the SD2SNES, but not for the Everdrive. The Everdrive could be even smaller with BGA flash.

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The SD2SNES also has to be programmed at startup, which is a kinda arduous process involving flashing the PIC, swapping the SD card multiple times, and power cycling it. Super Everdrives, on the other hand, are literally $17 on AliExpress, and the chips can be transplanted with no fuss.

So, in the interest of picking my battles, I will "settle" for 98% library playability via Everdrive, and play expansion chip games via real carts or an SD2SNES in the cart slot. Maybe this compromise will help me actually finish the project :P
 

YveltalGriffin

First Wii U Trimmer
.
Joined
Jun 7, 2016
Messages
384
Likes
1,646
Location
South Florida
Portables
5
Today I conducted some SNES Jr. undervolting and power measurement tests. Amazingly, the 1Chip system can run from 4V and even 3.8V with no issues besides reduced video levels!

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Here are the results. This is total SNES power consumption, including the cartridge, a controller, and Scampi in headphone mode (only a couple mW), but not including the HD Retrovision YPbPr cables (which draw a ton of extra power.)

The power consumption of old consoles varies a lot depending on the screen contents. So, a mostly-white screen will draw a lot more power than a mostly-black screen. This is the cause of most of the power variation between different games in the three categories.

Real Carts
  • Super Metroid:
    • 208mA @ 4.00V = 832mW
    • 197mA @ 3.80V = 749mW
  • Cu-On-Pa:
    • 205mA @ 4.00V = 820mW
    • 191mA @ 3.80V = 726mW
  • Super Mario RPG:
    • 225mA @ 4.00V = 900mW
    • 210mA @ 3.80V = 798mW
Super Everdrive
  • Menu:
    • 215mA @ 4.00V = 860mW
    • 198mA @ 3.80V = 752mW
  • Paperboy:
    • 227mA @ 4.00V = 908mW
    • 210mA @ 3.80V = 798mW
  • Earthbound:
    • 259mA @ 4.00V = 1.04W
    • 247mA @ 3.80V = 939mW
SD2SNES
  • Menu:
    • 376mA @ 4.00V = 1.50W
    • 374mA @ 3.80V = 1.42W
  • Metal Slader Glory DX
    • 405mA @ 4.00V = 1.62W
    • 405mA @ 3.80V = 1.54W
  • Yoshi's Island
    • 352mA @ 4.00V = 1.41W
    • 356mA @ 3.80V = 1.35W

At first, Super Metroid showed an anti-piracy screen at 3.80V, but I think it was because the HD Retrovision cables were sucking too much power. After I got rid of them it worked fine at 3.80V. So, I think I'll use a buck-boost regulator for the SNES core and run it at 3.80 or 3.90V in the final portable. This will cut power and heat nearly in half!

Right now I'm estimating the total system will draw less than 4W when using a real cart or the internal Everdrive. With two Vapcell N40 cells this should let the system run for over 7 hours :awesome:
 
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