Extreme repair of a Sega SC-3000H
This computer was in very poor condition, almost all the traces and pitches on the Z80 CPU side was interrupted.
I had to remove the old socket and install a new one and rebuild all traces/pitches interrupted.
This computer was in very poor condition, almost all the traces and pitches on the Z80 CPU side was interrupted.
I had to remove the old socket and install a new one and rebuild all traces/pitches interrupted.
This Arcade Game had a problem on the audio stage (no audio).
The problem was caused by a tantalum capacitor exploded, i don’t have found a schematic of this game then i have replaced the filter capacitor for the 12 volts of the final amplification stage with a new one of 1uF 100v.
Irem Kung-Fu Master Arcade Game:
Autopsy:
Donated By: Andrea Pierdomenico
from Wikipedia:
Commodore’s RAM Expansion Unit (REU) range of external RAM add-ons for their Commodore 64/128 home computers was announced at the same time as the C128. The REUs came in three models, initially the 1700 (128 KB) and 1750 (512 kB), and later the 1764 (256 kB, for the C64).
Although the C128 could access more than 64 kB of RAM through bank switching, the memory inside the REU could only be accessed by memory-transfers (STORE/LOAD/SWAP/COMPAREs) between the main memory and the REU memory, thus, giving an equivalent to a (slow) small memory window. Additionally, the C128′s built-in BASIC 7.0 had three statements, STASH,FETCH, and SWAP, for storing and retrieving data from the REU.
Officially, only the 1700 and 1750 were supported on the C128. The 256 kB model, the 1764, was released for the C64 at the same time. However, aside from a bundled 2.5 ampere C64 power supply unit (the factory unit could not support the 1764), there were only minor differences between the three models.
In practice, the difference between the 1764 and the earlier units had little effect on compatibility, and people used 1700s and 1750s successfully with the C64, and 1764s successfully with the C128, although the C64′s stock power supply was inadequate to reliably handle the power load of any of them. Some dealers unbundled the 1764 and the power supply in order to sell the power supply to C64 users, and/or upgrade the 1764 to 512 kB.
Because of memory chip shortages in the late 1980s, the 1750 was only produced in small quantities. However it was not difficult to upgrade a 1700 or 1764 to 512 kB. Several firms did this commercially, either selling upgraded units or upgrading customer-supplied units.
In the early 1990s, DIY modification schemes to increase the capacity of an REU to one megabyte or higher appeared on various online services.
source: wikipedia
Javatari is a multiplayer Atari 2600 emulator written in pure Java with no external libs.
Features:
Changelog;
Download: Javatari JAR v3.30 (Needs Java 6) (1074)
source: javatari.org
This power supply for the REU 1764 is arrived for repair destroyed, the internal transformer was completely extirpated from the pcb.
Autopsy:
This is a clone of the famous Kupke Golem RAM Box for Commodore Amiga 1000.
The Kupke Golem RAM Box was very expensive at the time but it was also one of the few memory expansions with a pass through for the Commodore Amiga 1000.
source: amiga.resource.cx
Autopsy:
Donated By: Andrea Pierdomenico
Mini Floppy Disk Drive for the Sharp PC-5000 (compatible MZ-800 through the interface MZ-1E05)
The Sharp Mini Floppy Disk Drive CE-510F is a double-density, double-sided 5 1/4 unit with a capacity of 320K per disk. The drive, of course, must be operated with AC power and is not portable.
The Sharp MZ-1E05 Interface is a Floppy Disk Card for MZ-700/MZ-800.
Download:
Sharp MZ-800 Booting Disk Basic from Floppy Disk Drive:
I thank my dear friend for the donation of the BASIC cartridge for my Sega SC-3000.
I thank my dear friend for having found the original power supply of my Sinclair ZX80.
Some new games (Cracked / Trained or Unrealeased) for Commodore 64 have been released from your favorites groups: TRIAD, Hokuto Force, The Hidden Farts and Laxity.
Download:
source: csdb.dk
Adapters that you see in the photo:
My personal considerations:
This is a great programmer and certainly more stable of the classic Willem (parallel or usb). I have tried to program some EPROM and FLASH without problems. The power supply via USB is very stable and accurate.
from the homepage of MCUmall:
The GQ-4X is the newest model of True USB Willem Universal Programmer series from MCUmall Electronics Inc Canada.
With its complete new professional design, True USB PRO 40pin willem programmer GQ-4X is the first & exclusive Willem universal programmer in the market that owns the unique features:
The application-oriented & application-enhanced design facilitates GQ-4X supports thousands of most popular application devices (growing) and ideally suits the portable/convenient applications that includes: car automative field ECU chiptuning, airbag reset, mileage, satilite devices, BIOS refreshing, motherboard BIOS in-circuit upgrade, xBox,Wii gaming machines EPROM duplicate, Altera Xilinx JTAG, PIC/MCU development, newer laptop technology and newer desktop PC etc.
It has outstanding performance which supoprts the devices that other similar products are not capable of supporting: such as 25LF SPI series, PSOP44,TSOP48, 25VF SPI series, Altera Xilinx CPLD JTAG, PLCC84,SST39VF3201, TE28F102, 27C1024, 27C1028,HD6475,29F800, 29LV800, 29F032…
source: mcumall.com
Tiny status update of the SD2Snes Cartridge from Ikari
Directly from the SD2Snes Homepage:
So I’ve been getting a lot of questions pertaining to current progress, understandably. ;)
SuperFX is still crawling along, I’ve gotten a basic CPU core control unit and partial instruction decoder to work which can run test code in simulation fine, albeit limited. But it doesn’t deal with the different memory delays, stalling and parallelism yet; also the SNES interface, plot logic and other supplementary stuff are still missing.
The SuperFX uses pipelining which is a thing I haven’t fully understood yet, so that’s going to take some brain work and likely multiple complete rewrites of the CPU core. I’d rather not give an estimated time of completion for that at the moment… ;) Implementing pipelining properly is important because game code is laid out to take advantage of it and will not run correctly otherwise.
Besides the SuperFX, kogami has discovered a BS memory mapping bug, a regression that snuck into firmware 0.1.5 where I rewrote the BS memory mapping based on my own RE efforts. Also some graphical corruption has been found when using the “Run previous game” feature (Start button). I expect to make a bug fix / minor release addressing these issues (possibly others) in a couple of weeks.
source: sd2snes.de
Sorry, this entry is only available in Italian.
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