DreamPi DX NOOBS-compatible image updated! (v1.22/v1.7 DLE)
NOOBS-compatible
image updated! (v1.22/v1.7 DLE)
- First DreamPi NOOBS DX Image release (addons to stock DreamPi image)
- Separate image flavors
- "DreamPi4 DX" for newer Raspberry Pi models (RPi 4 and newer)
- "DreamPi" for older Raspberry Pi models
- Patch addons
- DreamPi Netlink Tunneler for Netlink (Sega Saturn)
- Allows for web browsing, Netlink Zone/features, dialup gameplay for applicable Sega Saturn Netlink/Sega Saturn XBand modem games
- Sega Saturn VOIP Guide
- DreamPi Netlink Tunneler patch
- Dreamcast Now for BBA
- Allows DreamPi to appear on Dreamcast Now service when using a BBA connection
- DC Now BBA patch thread
- Usage
- Login in to DreamPi, run
. /home/pi/dreampi/dreampi_now.ksh - Select the game ID
- Login in to DreamPi, run
- Wi-Fi to Ethernet bridge (BBA)
- If the DreamPi is using WiFi connection for internet and Dreamcast is using a BBA, allows to repeat/bridge highspeed broadband connection to the Dreamcast
- WiFi/Ethernet bridge patch thread
- Usage
- Login into DreamPi
- Run
. /home/pi/wifi-to-eth-route.sh
- DreamPi Netlink Tunneler for Netlink (Sega Saturn)
- Updated installation slideshow
- Added new slides detailing information on the DX patch addons
- Added new slides on information for Xrider's BBA conversion kit
- Added new slide for information
- Updated slides with latest game listing support (Dee Dee Planet)
alt_image_source=http://raw.githubusercontent.com/Tamk1s/Tamkis_NOOBS_Repo/main/os_list_v3.json to your recovery.cmdline file at the root of your PINN installation and connect online. The images will be located under "Games" tab.Converter kit tutorial
Knuckles' Clackers: Project and v0.1a demo release
Knuckles' Clackers: Project and v0.1a demo release
- New levels
- Ports and edits of beta Techno Tower and Speed Slider Zones layouts and assets from Sonic Crackers
- New zones
- New music
- New artwork
- Genesis tilemaps, sprites
- 32x sprite artwork
- Genesis/32x palettes and palette cycling
- Genesis animated level art
- Assembly code edits where possible/necessary
- Some restored/recreated Chaotix beta content
An early v0.1 demo of Knuckles' Clackers has been released for the Sega 32x, as part of 2021's BitBridge Halloween Showcase. Available here as an IPS patch.It features acts 1-3 of Techno Tower Zone Classic, new SMPS32x music, and art edits.Stay tuned for more Chaotix research and Knuckles Clackers' development- At this blog
- My YouTube channel
- SSRG hack thread
- GenesisDoes
EagleSoft Ltd. v2.0 Soft-Launch!
EagleSoft Ltd. v2.0a Soft-Launch!
For those unaware of recent events within the tech industry and Google, in August 2020, Google announced that all Google Sites websites would be required to transition to their New Google Sites system by September 1st, 2021. Prior to this, in 2016 an updated Google Sites experience was deployed, and an announcement in 2017 was sent out that the previous 2016 Google Sites system (now referred to as "Classic Google Sites") would be replaced soon. In August 2020, details on the transition to New Google Sites was released. Full details below in the email screenshot.
EagleSoft Ltd. is a Google Sites website with a custom URL. This blog (EagleSoft Labs) in turn is a Blogger blog, with a subdomain of "blog" nested under the primary domain. EagleSoft Ltd. is a Google Sites website; therefore, it was required to migrate it to the New Google Sites system.
Although I had a year's worth of notice about the transition deadline, in typical Engineering fashion, I procrastinated until 2 weeks before the Sept 1st 2021 deadline to do the migration 😐. The 1st week was just a single day of auto-converting the website to the New Google Sites system, followed by some more procrastination and finally tweaking and editing around the new website in the web builder interface a week before.
Apparently the New Google Sites system is too simple, too concise, too barebones, and is more tailored to say, Bloggers creating simple websites, not beautiful ones like the old EagleSoft Ltd v1.0 site was. The New Google Sites system lacks some of the great features that Classic Sites did, and is too barebones for power users such as myself. Armed with the knowledge about the New Google Sites regressions from some colleagues, I quickly plowed through a few late nights of work fixing up and reformatting the site to work in time before the deadline.
Thwimp v1.2.0.1 update!
Thwimp v1.2.0.1 Update!
- Fixed various cultural issues that would cause the application to break when processing THP videos and to display wrongly formatted data on foreign machines
- Enforced invariant culture for the bugfixes to parse and to display Single datatype values properly
- Added more input validation within the THP Viewer/Ripper sections
- Fixed a coding typo of handling the video end frame value as a Single datatype instead of as a UShort in the THP Viewer/Ripper section
Enhancements:
- Added a notification MsgBox on successful save of the application's log file
- Updated default "Elevator Music" (song.wav) include with application to final version of Mario Kart Wii Menu SMPS32x song from my own WIP Knuckles Clackers game mod
- Updated copyright date to ©2021
- GNU FOSS license of source code
- Manual
- Application build data
Download and full changelog available on the releases page
Enjoy!
-Tamkis
DreamPi NOOBS-compatible image updated! (v1.21/v1.7 DLE, now with online repository support)
image updated! (v1.21/v1.7 DLE)
- Internet Game Pack
- Metropolis Street Racer
- Mobile Suit Gundam: Federation vs. Zeon DX (this game looks awesome 😀)
online with the Dreamcast;
- Updated installer slideshow
- Inserted new Slide F with the 3 new games
- Created a marketing.tar tarball archive with the slides_vga slideshow slides (for the online repository server support)
- Created source code repositories
- Hosted all DreamPi NOOBS image source files on a SourceForge repository
- Hosted a repo_list.json and os_list_v3.json file on a central Github repository
- Both repositories allow for NOOBS online distro repository support!
- Can download the NOOBS distro from online
- Online auto-updating and reinstallation on PINN
Do note that this online repo support is relatively new and beta, and has only been tested with PINN. The v1.7 DLE distro currently hosted is the Raspberry Pi 1-3/Zero flavor; I only just discovered right at the time of this writing that there is a separate v1.7 DLE flavor for Raspberry Pi 4. A separate NOOBS image of the RPi 4 flavor will be built and hosted online very soon, as well as tweaks and additions made to the repository JSON files online to handle both flavors.
In order to access the distro image from the online repository, please read the instructions in the updated DreamPi NOOBS webpage. For both NOOBS and PINN, you'll need to edit your recovery.cmdline file (after first initalization of NOOBS/PINN) at the root of the SD card.
- PINN
- Option #1
- Add a new param of alt_image_source=http://raw.githubusercontent.com/Tamk1s/Tamkis_NOOBS_Repo/main/os_list_v3.json
- Option #2
- In case option #1 doesn't work (not recommended), temporary options
- Add a new param of alt_image_source
- Set alt_image_source to value in repo_list
- Set repo_list=http://raw.githubusercontent.com/Tamk1s/Tamkis_NOOBS_Repo/main/repo_list.json
- Add no_default_source and showall options
- Reboot, download image, restore options to previous
- NOOBS (untested)
- Repo="" option
- This option contains URLs to repositories to fetch distro images
- Consists of URLs enclosed in "quotes" and separated by spaces. (E.g. repo="www.url1.com" "
www.url2.com") - Add http://raw.githubusercontent.com/Tamk1s/Tamkis_NOOBS_Repo/main/os_list_v3.json to the option if it does not exist or append this URL to list
- Repo="" option
Have fun playing online and having DreamPi multi-boot with other OSes on NOOBS/PINN!
-Tamkis
Thwimp v1.2 Update!
Thwimp v1.2 Update!
Thwimp,
the modification utility which allows one to view, to rip, and to
encode Nintendo THP video files from/for Mario Kart Wii, has been
updated to v1.2 today! This new update fixes, enhances, and adds the following (summary):
Bug fixes:
- Fixed serious, application-breaking bug where pointing to a real i_view32.exe IrfanView executable would cause the THP Encoder process to fail.
- Optimized THP encoding, especially when handling videos requiring dummy/control padding.
- Fixed error parsing String datatype into Single datatype when in a foreign culture.
- Fixed KeepInRange() function parsing bugs.
- Fixed lingering file I/O from StreamReaders/Writers.
Enhancements:
- Added an additional dummy entry as 0th entry in default Mario Kart Wii data fileset
- Enhanced and improved GUI.
- Added new Thwimp CLI feature!
- Enhanced THP Viewer/Ripper
- Added new options
- Full Log
- Logs everything (include call to FOSS co-utilities) to the Logger
- Less MsgBox
- Suppress informational MsgBoxes when using the THP Encoder
- Audio
- Enable audio
- Elevator Music
- Enable elevator music (plays a song when using the THP Encoder)
- Added FileSet.txt to Thwimp data fileset (displays metadata about currently loaded fileset)
- Added ability to load/save settings to/from an INI file
- Added audio to application
- Added progress bars/application logger
Furthermore, the user's manual (on the Github page) has been updated with updated images and information
Download and full changelog available on the release page
Enjoy!
-Tamkis
N64RGB Advanced Mod
Now with the weather warming up, my part of the state currently in COVID Phase 2 Yellow (less restrictions), and getting caught up with work, I'm feeling the need to resume operations here at EagleSoft Ltd. for my own sanity 😀. Sometime during this summer while in Phase 2 (when I'm a little more financially stable), I'm planning on moving back out into my own apartment. Not only will this provide living independently, but I'll have my own clean, larger, organized space away from parents where I'll be able to do more nerdy stuff.
Things such as:
- Fully setup my own video gaming/retro game development/entertainment mancave
- Be able to use my Sony Trinitron KX2501-A RGB CRT more regularly
- AV equipment
- LaserDisc player
- Dual VHS/DVD and (S)VCD player
- (3D) Blu-Ray/HD-DVD player (PS3)
- Accupix Mybud HDMI 3D glasses (3DTV)
- Retro video game consoles
- Games better organized
- Hooked up
- Readily usable
- Connected to appropriate displays via AV appropriate switches
- Organized
- Dedicated area for PC gaming
- Physical DosBox machine (Windows XP, ME, 3.11, DOS)
- Setup my NeXTCube (NeXTSTEP, Classic Mac OS 9 dual-boot via Darkmatter software)
- Have all of my video gaming memorabilia on display that's been kept in storage
- Posters
- Toys
- Game dolls
- Etc.
- Have my workstation laptop in the mancave
- For quicker testing of ROM hacks on real hardware
- Video capturing.
- MIDI piano setup on physical DosBox machine, for gamedev music creation
- Review video games for my upcoming Nerdology YouTube channel
- Less noise interrupting filming
- Mancave on display
- Virtua Fighter arcade machine
- Assemble machine for testing
- Create its own arcade cabinet?
- Dedicated, organized space for EET
- Use my analog Oscilloscope my regularly
- Surface Mount/Through-hole soldering equipment
- Build and design more circuits, mod/repair more consoles
- A lot more stuff!
Although this blog (EagleSoft Labs) is mostly about Indie video game development and other nerdy stuff I blog about, I occasionally post about video game console repairs, mods, or other electronic circuits I assemble. On the topic of video displays, two summers ago, I picked up a high-end, rare, special, Sony KX-2501A CRT. This CRT is known as a "component" TV, not because of YPbPr (Component) AV input, but because it comes in several pieces ("components") that need assembled.
These components consist of:
- The CRT itself
- Standard 2-wire (+/-) external stereo speakers for audio output
- Sony VTX-1000R TV Tuner
- Corresponding RM-705 remote
- VK-2D/5DX (2m/5m 8 Pin DIN connector) interconnect cable between tuner and TV
- Allows for more AV I/O
- 3 Composite inputs (Video 1-3, RCA Red/White/Yellow trio)
- TV RF input
- Single/dual(!) TV composite AV outputs
- Think composite equivalent of a modern-day HDMI splitter!
- Handling of volume settings, RF channels
- Toggle power of CRT from Tuner's power button in a master/slave setup
Being a component CRT, it's quite unique, due to the fact that the user can customize it somewhat (with their own 2-wire ghetto-blaster stereo speakers). Not only that, but it contains a Sony Trinitron CRT tube, and most importantly, it can support RGB input! Trinitron CRT tubes and RGB inputs are highly coveted items by hardcore retro gamers.
Trinitron CRT tubes are brighter than standard shadow mask CRTs (which lose 80% of their own brightness due to the shadow mask design), reduce moiré effect, and have a unique cylindrical shape. They also use utilize one electron gun to handle all 3 primary colors (Red, Green, and Blue) per "pixel" compared to 3 separate guns for each color in a conventional CRT, and additionally use vertical strips for its "pixels". (Analog video doesn't have real pixels, unlike with an HDTV.) Like with any other CRT, for retro video gaming, they also have the benefits of having no input lag compared to bad HDTVs, don't have bad scaling problems, and can properly handle any SDI signal thrown at them. Attempting to play retro video games properly on modern HDTV usually requires expensive, specialized AV equipment. Most retro video game consoles were designed and meant to be played on CRTs, not modern, hipster HDTV junk. Kids these days 👴!
- Red
- Green
- Blue
- Vertical Sync (VSync) and Horizontal Sync (HSync, aka RGBHV),
or just Composite Sync (CSync, or RGBs)
The baseline AV interface used for most retro video game consoles was either RF (Radio Frequency) or Composite out. RF was the worst AV quality you could get; all video signals and audio stuffed into one interface cable using shielded radio signals through the cable. Needless to say, it looked bad, due to crosstalk and interference of all the analog data through the one cable. Composite video (RCA plugs with Red/White for Left/Right audio, Yellow plug for all video) on the other hand, was slightly better, since the audio signals were separated out to their own 2 plugs, and video on its own plug; however the sync information and the color information were still all stuffed into their own single cable, still causing some crosstalk, interference, and picture quality degradation.
Since Digital RGB separates the video signals into up to 5 separate signals (3 color signals, upto 2 sync signals), there is far less interference, and a higher quality picture. This makes this AV standard the best quality signal for most retro game consoles. Some of the later video game consoles (such as those within the 6th video game generation, being the Sega Dreamcast, PlayStation 2, Nintendo GameCube, and Original Microsoft Xbox) had official upgraded video cables such as S-Video, Component (YPbPr), or VGA which were better or on-par with RGB, but, for the most part, Digital RGB was the best video you could get for game consoles before the 6th video game generation. Also, some of the upgraded video interfaces for the 6th video game generation could run at higher resolutions than with RGB; so sometimes it's best to use RGB for certain lower-resolution games, or the better interfaces for higher resolution games. The 6th video game generation was a special case in those regards, since the industry began transitioning to higher definition AV interfaces. (The seventh video game generation began having HDMI for certain models of the mainstream consoles, for the Sony PlayStation 3 and the Microsoft Xbox 360. The Nintendo Wii's highest official output was still just component video. The 8th generation with the Sony PlayStation 4, the Microsoft Xbox One, and the almighty Nintendo Wii U finally had all 3 big industry players utilizing HDMI output.)
As for physical cable interfaces for carrying RGB data, people tend to use either SCART (a European, 21-pin AV standard carrying RGBHV/RGBs + Left/Right audio data on separate signal pins all within a single cable) or BNC on consoles, with the former being more common. SCART tended to be the baseline standard PAL European display interface for consoles back in the day. (PAL land had it posh with highest quality video stock already for retro video game consoles!) A BNC interface is usually done via up to 5 separate BNC ports: 3 ports for RGB, and up to 2 ports for HSync and VSync (or just 1 port for CSync). It's also possible to use a VGA interface (not the VGA standard over the port) to carry the RGB signals; however, this is non-standard. VGA is pretty much the same as RGB, but a 33KHz signal frequency vs. a 15KHz signal frequency respectively, and VGA using HSync & VSync, while RGB usually just uses CSync. Most NTSC consoles can natively support RGB output, by just using an appropriate console-to-SCART (or to-BNC) cable; others may need hardware modifications.
As for displaying the RGB data onto a monitor, most NTSC American CRTs cannot do that. It usually requires a high-end PVM or BVM monitor (with either an RGB BNC interface or proprietary interface with adapters) to handle it, or modding a standard CRT to handle RGB. (Modding a standard CRT is dangerous, and should only be done if you know what you are doing, due to the high-voltage flyback transformer inside. CRTs also have a high-energy capacitor containing whole Farads of charge, and require discharging the CRT tube and other safety requirements first.)
In my case, the Sony Trinitron KX-2501A CRT is unique in that it is not a PVM or BVM monitor, yet has support for Digital RGB. This monitor utilizes a non-standard, proprietary IDC34 "Floppy" port for handling Digital RGB input, in which I've detailed my own DIY SCART/BNC+RCA to IDC34 adapter (the Sony Super Multi (X) circuit). Much more information about RGB can be found on the RetroRGB website.
(Disclaimer: I mostly repair or mod my own consoles for fun, and I am in no way a "professional mod shop". I was rather nervous of doing the mod due to lack of SMT experience.)
(Stuff blogged here prior were just minor console repairs, including adjusting CD laser pickups potentiometers/assemblies, "re-cap" capacitor replacements, getting CD trays unstuck, replacing console chassis, and replacing a broken Nintendo Wii ODD with an older, DVD-compatible older one. Most of that SMT equipment, including an Xtronic 3020-XTS temperature-controlled soldering iron, a basic microscope, ESD tweezers and hemostat, paste-flux, ESD brushes, and an SMT practice kit I picked up back in Summer 2018 when I was designing the Sony Super Multi X dedicated circuit kits. The deluxe X version utilizes some SMT bus-switcher ICs, hence the need for upgraded tools. I haven't finalized those kit designs yet, but plan on producing them this year, due to waiting for economic stability to do a run of kits and needing to respin the design caused by some bad footprints for components in the BOM and the Bus Switcher ICs going obsolete for a similar chip with more bus I/O. This will be finished sometime after I move out into my own apartment this summer, when I'm fully rehired full-time with a wage increase, and will have a better workspace for such EET work at the apartment.)
According to the RetroRGB RGB-Compatible N64 Systems subpage under the N64 guide, all N64s are modifiable for RGB output; however, 2 main kit types are available:
- Basic RGB kit
- Simpler
- Requires less surface mount soldering
- Easier to install
- Advanced RGB kit
- Complex
- Requires more soldering
- Harder to install
- N64 motherboard revisions
- New revisions
- Can only accept an Advanced RGB kit.
- Due to later motherboard revisions combining some chips and having
different DAC chips.
- Older revisions
- Can accept both a Basic or Advanced RGB mod
4 DAC chip revisions exist between motherboard revisions:
- DENC-NUS & VDC-NUS
- Found in older motherboard revisions
- Larger 1.27mm pitch IC chips
- Slightly different pinouts, considered the same chip for the mod
- Can handle both a Basic and Advanced RGB mod
- AVDC-NUS & MAV-NUS
- Found in newer motherboard revisions
- Smaller 0.8mm pitch IC chips
- Considered the same chip for the mod
- Requires MAV-NUS pin adapter
- Transforms pinout from this to DENC-NUS pinout
- Transform pitch from tiny 0.8mm to 1.27mm
- Can only handle an Advanced RGB mod
- Determining motherboard revisions/DAC chip types inside
- Can be guessed by serial number (check out details at page)
- Can be determined fully by opening up console and determining DAC chip type
Upon receiving the N64, my first task was to test out the console to make sure it worked before doing any sort of modding. The console didn't come with any RAM pack for the Memory Expansion port, so I installed my old basic RAM pack. (My own N64 was upgraded with an 8MB Expansion pack years ago, and I had the old one as spare) I then proceeded to boot up the console and test all basic functionality, using a personal copy of Diddy Kong Racing and Super Smash Bros 64, and personal copies of 3 other N64 controllers, a Memory Pak, and a Rumble Pak. The supplied controller, Power Pak, and AV cable all worked, as well as all functionality for all 4 controller ports. The console seemed to be in working order!
Next step was to open the N64, and to determine fully the motherboard revision and DAC chip type inside. I fortunately already had an older model of a spare Basic RGB mod kit (from Retrofixes, pictured earlier), which I received from boss a few years ago since he had a surplus; however, this particular N64 unit was not looking promising for needing a Basic RGB kit installed, due to the serial number stickered on the bottom, and would probably need an Advanced RGB mod. As for opening up the N64, I have some high-quality 3.8mm and 4.5mm "Gamebit" security drivers in my toolbox, which I ordered a few years ago from iFixit.com (3.8mm, 4.5mm). These are high-quality bits (proper metal bit molds with a tight grip), and are deep enough to handle even the Nintendo Virtual Boy's notorious Gamebit screws, and I recommend them for anybody's toolboxes for those whom need to handle such screws on Nintendo consoles or opening game cartridges regularly.
Upon opening up the consoles, it was determined that the N64 was a later model revision with a MAV-NUS DAC chip. Rats 🐀! This fact would require an Evil Tim Advanced N64RGB mod kit (see previous pictures for what is included in the kit), and is the hardest kit and DAC type to install/mod. After contacting him about the DAC chip type findings, my friend purchased and sent the over kit (with MAV-NUS chip adapter) to my residency.
- Gain access to the motherboard (remove screws)
- Solder and tape down the MAV-NUS DAC chip adapter
- Solder down the input ribbon cable wires from the DAC adapter to the N64RGB circuit
- Strip/tin both ends of the ribbon cable wire
- Tin both sets of solder pads
- DAC adpater chip pads
- Input pads on N64RGB Circuit
- Solder down the ribbon cable wire ends appropriately
- Solder down the output ribbon cable wires from the N64RGB circuit to the Nintendo AV Multi-out port
- Strip/tin both ends of the ribbon cable wire
- Tin both sets of solder pads/joints
- N64RGB output pads
- Nintendo AV Multi-output pads
- Solder down the ribbon cable wire ends appropriately
- Create extra ground wire, wrap it around an IC heatsink screw
- Wrap up
- Reassemble N64
- Test it!
Step 2, taping down and soldering the MAV-NUS DAC chip adapter, in my own opinion, was the hardest part for me for this mod. The MAV-NUS DAC chip uses an extra-fine SMT 0.8mm pitch spacing, and is pretty much impossible to solder wires down to directly; hence the DAC chip adapter transforming the pitch from 0.8mm to 1.27mm, and breaking out the pinout to the easier DENC-NUS chip pinout. Before starting, I refreshed myself on the basics of SMT soldering (main guide, tools needed, video of basics), as well as got some blocks of spare wood to create a makeshift extended base for my microscope. (The entry-level Amscope microscope I have and its small base is meant for biology purposes, not exactly for soldering, but it works well anyways with such a makeshift, extended base).
After peeling off the adhesive tape, I aligned the adapter's input pins right up against the DAC's pins, and taped down the output end to the motherboard. Then, using the microscope, soldering iron set to a temperature of 660° F (due to surface mount work), and extra-fine strands of solder that came with the kit, I began soldering down the adapter input pins onto the DAC pins. At the time, all I had was a small jar of flux paste, which I applied to the adapter's input pins with the ESD tweezers, in order to assist with quick and solid soldering. This same jar of paste flux and the brass abrasive that came with the soldering iron I used to regularly tin the iron during the mod installation. After soldering down all the pins, I checked for continuity between the DAC adapter's corresponding input and output pins on my voltmeter, in order to check for a solid electrical connection. Throughout this mod, when the voltmeter was set to the 200Ω resistance setting, I was getting readings between 0.01 to 0.10 (so resistance values of 10mΩ to 100mΩ, with most values reading between 10mΩ to 30mΩ and being an ideal target). Amazingly, I got a solid 10-30mΩ resistance reading between all I/O pins on the chip adapter, meaning everything had continuity and was soldered down correctly, and the N64 still worked! Not too shabby for being relatively inexperienced with SMT, and even having to deal with extra-fine 0.8mm pitch joints 🆒.
Soldering down the DAC chip adapter












































