Final Fantasy III Famicom Cart to English

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chrojo066
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Joined: Fri Mar 11, 2011 10:01 am

Final Fantasy III Famicom Cart to English

Post by chrojo066 »

I know how hard it is trying to find a SMB2 special cart without the pins missing from the bottom and so I want to convert my ff3j cart to english. I have a Generation NEX to play it on. I have a willem's eprom programmer and have experience building snes custom made carts. I was hoping someone could tell me which eprom(s) to use and a schematic on how to put it on. I have searched the web and had no luck for tutorials on this subject matter. Any help would be greatly appreciated.

(Please don't give me a URL for the Nintendoallstars Rom Lab. I have trouble understanding alot of the syntax there for NES games.)

Thanks!
3GenGames
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Re: Final Fantasy III Famicom Cart to English

Post by 3GenGames »

Here you go, good luck.

NES MASK ROM Pinouts:
http://nesdev.parodius.com/NES%20ROM%20Pinouts.txt

EPROM Pinouts:
http://nesdev.parodius.com/EPROM%20Pinouts.txt


Other info can be found here: http://nesdev.parodius.com/

Need any help just post or mail me! :)
chrojo066
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Posts: 4
Joined: Fri Mar 11, 2011 10:01 am

Re: Final Fantasy III Famicom Cart to English

Post by chrojo066 »

Sweet dude. So, I guess these charts will do for any nes or famicom game? I assume for FF3 I just use 1 eprom and connect to board in place of prg mask rom via pinout chart as long as the size of both match up. I guess for games that only have 28 pins on prg and/or chr then I'll have to use the matching eprom size with 32 pins since I only have a willem's programmer although it would be a pain in the neck to connect

Thanks,
but please correct me if I'm wrong
3GenGames
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Re: Final Fantasy III Famicom Cart to English

Post by 3GenGames »

I think they are for Famicom, too, but I am not sure. And yes, it should only have one ROM since it says it uses CHR-RAM on bootgods database.


http://bootgod.dyndns.org:7777/profile.php?id=1507


If you need a ROM splitter, I have one, mail me. :)
chrojo066
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Posts: 4
Joined: Fri Mar 11, 2011 10:01 am

Re: Final Fantasy III Famicom Cart to English

Post by chrojo066 »

(In case my message didn't get sent to you)

I absolutely love that link that you sent me to bootgod's DB, I became a member almost instantly. If you could send me the ROM splitter to [email protected] and a brief tutorial on how to use it that would be awesome. I really appreciate all of your help.

I do have a few more questions though. Where do the pins VPP, /OE, and PGM on the eproms connect to? The list didn't have the pinout for chr ram. I also want to make SMB2 jap, and SMB special. Would I use a similar board to the original super mario bros. and gyromite? boot god didn't have the jap smb2 listed i guess because it was orignally for the famicom disc system and not the famicom.
Once again, thank you so much for your help.
3GenGames
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Re: Final Fantasy III Famicom Cart to English

Post by 3GenGames »

GMail isn't allowing me to send the mail with the executable, so I am just going to link to my topic: http://www.racketboy.com/forum/viewtopi ... 35#p378935 HowToUse.txt is included, just read that and it'll tell you how to make it work.


Also, the CHR-RAM is a standard 6264 pinout for the CHR-RAM. Those pinouts are all out on the web, just pick one. As for the other pins, I have no idea. I am not a hardware/chip person at all. Never made a repro myself either. But from reading online:

Vpp is the programming voltage, usually 12.5,21,25 volts.

PGM is used to tell the chip it is being programmed, +5 tells it to go into programming mode. I'd leave unconnected or grounded, I think grounded is better, but am not sure.

/OE means output enable NOT. Which also from my understanding means that 0V (grounded) activates the chips output. +5 tells is not to output data. For some reason, on some games, Nintendo dos have this hooked up to boards and to SRAM's, but it's never used. I can't tell you one game that doesn't work when the output enable isn't hooked to the mapper, but I'd still leave it connected.


Hope this helps more. :P
chrojo066
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Re: Final Fantasy III Famicom Cart to English

Post by chrojo066 »

so the vpp shouldn't be hooked up either right, since its the programming voltage only used by the eprom programmer, or should i connect to +5V on mask rom? and does vcc connect to +5V or should I connect elsewhere to get a better voltage? and you said pgm I should leave disconnected or grounded.

Now, /OE is very important on repro snes games since most of the time you connect anywhere from 2 to 6 eproms to an address decoder via the /OE pins from (usually) a 27C801/27C080 eprom. and for an nes repro you are saying to connect this to ground as well?
3GenGames
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Re: Final Fantasy III Famicom Cart to English

Post by 3GenGames »

If there is a pin on the mapper, try to connect it. But in the world of NES games, this isn't very important since most games use one chip so it might be easier to just ground it, since there is only one chip anyway. The other isn't even connected to the CPU (It's on the PPU) so there's no ROM conflicts.


And VCC I am guessing would be tied to the +5. I'm not sure though, check what the datasheets say. Even the EPROM pinouts say this is +5, So I think it's safe to say to tie it to +5.(The first 5 do at least on the EPROM pinout list.) Isn't VCC the voltage the chip needs to run anyway? :lol:


http://nesdev.parodius.com/EPROM%20Pinouts.txt


And yeah, I'd just tie the VPP pin to ground.
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