Nes to SNES adapter

Discussion of hardware and software development for Super NES and Super Famicom.

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pichichi010
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Nes to SNES adapter

Post by pichichi010 » Wed May 23, 2012 6:26 pm

May be this was mention here before but wussup with this?

Does anyone know how it works? does it have a separate AV cables like the one for Sega?


http://www.ebay.com/itm/Nintendo-NES-To ... 306wt_1164

3gengames
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Post by 3gengames » Wed May 23, 2012 6:36 pm

Another crap clone that just steals power from the other console. Nothing at all interesting.

strat
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Post by strat » Fri May 25, 2012 11:39 am

How about an adapter to make the NES forward compatible with the SNES? It'll be called... the Ares 16-X.

I know, that wasn't clever.

johannesmutlu
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Post by johannesmutlu » Sun Jul 08, 2012 7:16 am

1 it,s possible to stick the nes hardware inside an large snes cartride and then send the nes digital video output to the snes frambuffer,will the nes audio once converted toanalogue just can be sent to the snes ext soundpins and then mixed with the dsp analogue output.
2 it,s possinle to put 2 convertor chips inside an large snes cartride to convert the nes audio and video format into a snes format,it should work because the type proccesor and languange of the nes and snes are the same except snes is 16bit duh,so there,s no emulator required. :D

byuu
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Post by byuu » Sun Jul 08, 2012 9:07 am

A "Super Nintendo" (ala Super Game Boy) would not be feasible.

There is not enough bandwidth to send the NES image to the SNES' PPU, unless you try doing it at 15FPS. The SGB can only do this with classic DMG games because the entire image is 160x144@2bpp -period-, and even then the SGB just -barely- pulls that off. NES is 256x224 with up to 64 colors (6bpp) or 512 colors with emphasis (9bpp). It may be effectively 2BPP on layers, but there are palette selections and such with tiles and sprites, so you would have to use 8bpp. That means 15FPS would be extreme, and even then would likely need to cut off ~16x16 border for extra time.

The audio can pass through trivially thanks to line in mixing, and the SNES controllers are a natural fit sans FC microphone.

About your only chance would be getting into unbelievably stupid territory. Something like a crazy fast FPGA that dynamically translates the NES code to output SNES instructions that the SNES then executes to simulate the NES behavior, abandoning things like color emphasis. It'd be an engineering masterpiece, and take an eternity to make. You may as well just use an NES at that point :P

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Bregalad
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Post by Bregalad » Wed Jul 11, 2012 9:05 am

What about cutting some of the top/bottom borders to have :
- Less data to transfer to the SNES
- Extended VBlank on the SNES's side, so more bandwith

?
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Shiru
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Post by Shiru » Wed Jul 11, 2012 9:32 am

SNES can normally trasfer a bit less than 6K of data into VRAM in a normal VBlank via DMA. When rendering is turned off, SNES can transfer about 45K per frame. Since 8bpp seems to be a must for the 'Super NES', 256*200 would be ~51K, i.e. more than SNES is capable to do with disabled rendering.

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Bregalad
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Post by Bregalad » Wed Jul 11, 2012 10:12 am

Oh I see then there is no hope...

Even if one could miraculously do it in 4BP by simulating NES sprites using SNES sprites, there would still be ~26k to transfer which would still be way too much :(
Life is complex: it has both real and imaginary components.

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