Bankswitching in cartridge based games is most famous on the NES, especially its Japanese version, the Famicom. The NES, Famicom and their unofficial clones were popular in many parts of the world, but the inherent limitations of its 8-bit CPU required software developers to devise ever more complicated systems to increase the amount of memory the system could address.
But the NES did not invent bankswitching. Most, but not all, 8-bit home consoles, home computers and handheld systems had cartridges with extra hardware to allow the system to address more memory. In this article I will trace the evolution of that hardware outside the NES and give links to sites and documents where the user can find more technical information.
Sunday, March 5, 2017
Friday, February 10, 2017
My Commodore 64 Saga Part II - Disk Drives and Disk Images
In Part I of this series, I covered some of the basic functionality of the Commodore 64 and my trials and tribulations in getting mine to work properly. In Part 2 I will talk disk drives and disk images.
Before I can talk about the Ultimate-1541, I need to discuss the Commodore 1541 Disk Drive and how the C64 deals with floppy disks, the other major storage medium for NTSC C64 users. The Commodore 1541 Disk Drive is an external 5.25" floppy disk drive which connects to the C64 via the 6-pin serial port. The 1541 had its own power supply and its own 6502 CPU, 16KB of ROM and 2KB of RAM, it was essentially a computer of its own. The disks used were standard double density disks, but the drive was a single sided drive like the drives for the contemporary Apple and Atari home computers. The IBM PC used single sided drives for the first year of its existence. Like the Atari drives, you turn on your drive first, then the computer.
Before I can talk about the Ultimate-1541, I need to discuss the Commodore 1541 Disk Drive and how the C64 deals with floppy disks, the other major storage medium for NTSC C64 users. The Commodore 1541 Disk Drive is an external 5.25" floppy disk drive which connects to the C64 via the 6-pin serial port. The 1541 had its own power supply and its own 6502 CPU, 16KB of ROM and 2KB of RAM, it was essentially a computer of its own. The disks used were standard double density disks, but the drive was a single sided drive like the drives for the contemporary Apple and Atari home computers. The IBM PC used single sided drives for the first year of its existence. Like the Atari drives, you turn on your drive first, then the computer.
Unusual Film Formats on Blu-ray
Blu-ray disc may not have been as successful as DVDs, but its capabilities have allowed it to embrace and do some justice to unusual film formats. Let's discuss some of them. For screenshots, I will refer the reader to the Blu-ray.com article with the appropriate links (when available), which has excellent, multiple full-HD screenshots for most of the films I will be discussing here. All Blu-ray covers are taken from Amazon.com or Amazon.co.uk with one exception noted below.
My Commodore 64 Saga Part I : Initial Observations, Restoration and Repair Attempts
A couple of years ago, I had traded my Atari 800 for a Commodore 64. The C64 was a breadbin model and while it had a power supply, it did not come with a disk drive or any software other than a single cartridge. When I took it home, I noticed that the keyboard was extremely stiff with some of the keys on the left side barely registering to keypresses.
Friday, February 3, 2017
EverDrive GBA X5 - The Ultimate GBA Flashcart

In July of 2016, Krikzz finally released his long anticipated EverDrive flash cart for the Game Boy Advance. He called it the EverDrive GBA X5 and sells it for $99.99 on his site and through his authorized vendors. I bought mine on his annual Black Friday sale for 20% off, so it ended up costing me $87.00, shipping to the USA (from Ukraine) included.
The "X5" in the name represents a new branding of his product lines. His new products will be released with an X3, X5 and X7 designation. Each designation indicates the feature support of the flash cart relative to a desired feature set for flash carts. The designation is not tied to the products released for any particular console. For example, the Mega EverDrive X7 has save state support whereas the X5 and X3 do not. Furthermore, the MegaEverDrive X7 and X5 support saving games without resetting the console whereas the X3 requires pressing reset to save or you lose your save games. Krikzz has not officially used the X designation for his products except those released for the GBA and Sega Genesis. There is no such thing as a GBA X7 or X3 and Krikzz has no current plans to make any other GBA flash carts.
Sunday, January 29, 2017
Metroid Classic NES Series vs. Metroid in Metroid: Zero Mission - Not the Same
When Metroid: Zero Mission for the Game Boy Advance was released on February 9, 2004, it was no secret that the original Metroid was included as an unlockable extra. Several months later on October 26, 2004 Metroid was released along with seven other NES games for the GBA in the Classic NES Series. People complained that buying the standalone version of Metroid was of little, if any value given that Zero Mission also contained the game and was not significantly more expensive. However, that turns out not to be the case.
Wednesday, January 25, 2017
A Challenger for the Sound Card Crown : The Pro Audio Spectrum 16
In 1991, Creative Labs was prospering quite well with its Sound Blaster card. Its enhanced features and reasonable price had knocked the Adlib off the hill. But a company called Mediavision released the Pro Audio Spectrum card in May of that year. The Pro Audio Spectrum was not only Adlib compatible but had a second Adlib FM sound chip for stereo music. It also had a joystick port and MIDI interface, but it supported higher digital playback and recording rates (8-bit 44.1KHz in stereo) compared to the Sound Blaster. It also required fewer jumpers to select hardware resources. It was shielded to block electrical noise and hard drive motors that can interfere with the audio output. It listened to the bus to emulate a PC Speaker. Creative caught up with the Sound Blaster Pro in November of 1991, essentially duplicating most of the new features of the PAS but retaining the increasingly-important compatibility with the original Sound Blaster. The Sound Blaster Pro was not shielded and was totally via jumpers.
The PAS did not have any Sound Blaster compatibility, it was only compatible with an Adlib card. While it sold decently, it was not enough to be a Sound Blaster-killer. In fact, Mediavision also released a card called the Thunder Board which was Sound Blaster 1.5/DSP v2.00 compatible and could be installed alongside a PAS to support digital Sound Blaster audio.
Today it is not easy to find and usually very expensive when one shows up on the secondary market. The Sound Blaster Pro (1.0) can essentially do almost everything a PAS can. While the SB Pro 1.0 is not cheap, it is more common and commands a lower price than the original PAS. But it was Mediavision's next big card that proved to be Creative Labs' most significant challenge in the sound card market space.
Sunday, January 15, 2017
Classic Systems - The True Framerate
Classic color NTSC uses a frame rate of 59.94 However, classic video game consoles and home computers never adhered strictly to the NTSC standard. Here are the exact frame rates as I have been able to find :
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
NES & SNES : 60.0988
GB, GBC & GBA : 59.7275
SGB : 61.1679
SGB2 : 60.0988
Apple II, Atari 2600, Colecovision, IBM CGA, PCjr., Tandy 1000, EGA @ 200, MSX, SMS & Genesis : 59.9275
Commodore 64 = 59.862
Hercules Graphics : 50.050048
IBM VGA : 70.086303
IBM VGA 640x480 : 59.940475
Gamecube & Wii : 60.00222p/59.88814i
Sunday, January 8, 2017
YouTube Playthrough and Demonstration Series
This Christmas, I got a capture device. The device in question is an I-O Data GV-USB2. It can accept composite or s-video input and has stereo sound inputs. The manual is in Japanese but the drivers are in English.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
One of the reasons why I acquired this device is because I found a disturbing lack of video game footage captured from real hardware on YouTube. While there are plenty of playthroughs or longplays of various games, many of these are from emulators. Footage directly captured from consoles tends to be older and is reduced to 30 frames per second. The heyday of 480i/30 frames per second was the Playstation 2 era. Before the Playstation 2 and the Dreamcast, it was not often used and almost never used by the SNES or Genesis. They used 240p and ran at 60fps. So did many vintage computers from Apple, TI, Commodore and Atari. Even 320x200 256 color VGA graphics is just double-scanned 240p.
As many people know, 240p is a hack of 480i. TV tubes were designed to display 480 interlaced lines 60 times per second (in NTSC countries). The odd lines of an image would be displayed, followed by the even lines of an image and your eyes would see fluid motion. 30 times per second the TV would be drawing odd lines and 30 times per second the TV would be drawing even lines. 240p works by telling the TV to odd lines always, 60 times per second. Because the even lines are never being drawn, there is a space between the lines which can be noticed at times as scanlines. The console or computer is sending a complete frame for the TV to draw on the odd lines.
Monday, January 2, 2017
Sega Genesis - Is the Stinker really that bad?
Official Sega Genesis and Mega Drive consoles vary quite a bit in terms of their built-in sound quality. When I was looking to acquire a Genesis several years ago, I read that the conventional wisdom was that the original Model 1 was the one to get because it had the best sound quality and did not have the TMSS copy protection scheme.
The original Model 1 is the one with the headphone jack and mono line audio output. I did not know at the time that there were Model 1s with the High Definition Graphics text and Model 1s without the High Definitions Graphics above the cartridge slot. The one I acquired did not have the High Definition "HDG" text. Sometime thereafter, I found out that the non-HDG Model 1s had such terrible sound quality compared to HDG Model 1s that they have been given the nickname "the Stinker." Faced with this reputation, I quickly bought myself an HDG Model 1. I believed that all HDG consoles would not have TMSS, but the one I got did.
Model 1 of the Sega 16-bit console had several motherboard revisions, as had its successor the Model 2. Using the information here : http://www.sega-16.com/forum/showthread.php?7796-GUIDE-Telling-apart-good-Genesis-1s-and-Genesis-2s-from-bad-ones, I have created this table identifying the distinguishing features of all models of the Sega 16-bit console where such information is known :
Monday, December 26, 2016
Community Produced DOS Game Enhancement Hacks
In the past several years, ambitious and talented programmers and hackers have made some substantial improvements to some classic DOS games. Here in this blog entry I will highlight some of the hacks I consider to be the most impressive or most useful. I am particularly interested when elements of a game, such as unique sound effects, that could have been experienced at the time of the game's release in a less than ideal way have been added to the DOS versions of these games.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
Sunday, December 18, 2016
Getting a Roland/Edirol UM-1X and Windows 10 64-bit to Work Together
About ten years ago I found myself in need of a hardware MIDI solution for my Windows XP machine. At the time I had a Sound Blaster X-Fi in the machine, but it did not have a hardware MIDI IN and OUT port. The add-on that would add these ports was very expensive at the time, but I needed a hardware MIDI solution to use my Roland MIDI modules such as the CM-500 I had at the time. A less expensive solution was a USB MIDI interface, so I decided to buy one. The one I bought was the Edirol/Roland UM-1X, and it was not particularly inexpensive but I figured I needed a good quality solution for non-GM devices like the MT-32.
The UM-1SX is the same interface as the UM-1X but you need to plug in your own MIDI 5-pin cables. There were earlier UM-1 and UM-1S, which appear to function identically to the UM-1X and UM-1SX except they do not have the Advanced Driver Switch on them. After the UM-1X is the UM-1EX, which adds a switch for toggling MIDI OUT and MIDI THRU functionality and the UM-2EX, which adds a second MIDI OUT. After the 1EX and 2EX came the UM-ONE and the Roland UM-ONE mk2. The UM-ONE mk2 is the only one of these products which is not discontinued. The ONE and the ONE mk2 are the only one of these interfaces that have Windows 10 drivers. The rest have drivers only until Windows 8/8.1.
The UM-1SX is the same interface as the UM-1X but you need to plug in your own MIDI 5-pin cables. There were earlier UM-1 and UM-1S, which appear to function identically to the UM-1X and UM-1SX except they do not have the Advanced Driver Switch on them. After the UM-1X is the UM-1EX, which adds a switch for toggling MIDI OUT and MIDI THRU functionality and the UM-2EX, which adds a second MIDI OUT. After the 1EX and 2EX came the UM-ONE and the Roland UM-ONE mk2. The UM-ONE mk2 is the only one of these products which is not discontinued. The ONE and the ONE mk2 are the only one of these interfaces that have Windows 10 drivers. The rest have drivers only until Windows 8/8.1.
Wednesday, December 14, 2016
Windows 3.0 Multimedia Edition - Early Windows Multimedia Gaming
Microsoft Windows 3.0 was the first widely adopted and truly successful version of Microsoft's graphical "Operating System." It was released on May 20, 1990 and came on five 1.2MB floppy disks. It could be purchased in a box and was the first version of Windows that was noted for being bundled with new PCs. It had an incremental update, Windows 3.0a, released on October 31, 1990.
Thursday, December 8, 2016
Spin the Knob, Roll the Ball, Drag the Puck : Rotary-Based Video Game Controllers
A rotary encoder is a wheel that sends positional information as it is moved. The rotor or disk looks like a wheel with spokes and holes. The wheel is attached to a shaft which is moved. The movement can be tracked electromechanically or optically. Electromechanical rotary encoders send information as an electrical circuit is made and broken by movement of the rotor. Optical rotary encoders send information as the spokes and holes of optical transmitter/receiver allow and break an infrared beam.
A rotary encoder can be found at the heart of several input devices, namely spinners, mice and trackballs. The earliest arcade spinners, such as those found on Pong and Breakout, were just knobs stuck on the shaft of a potentiometer. Movement would typically be calculated by measuring the charge or discharge time of a resistance/capacitive circuit. These knobs could be moved in either direction to a stopping point, they could not perform a full 360 degree rotation.
A rotary encoder can be found at the heart of several input devices, namely spinners, mice and trackballs. The earliest arcade spinners, such as those found on Pong and Breakout, were just knobs stuck on the shaft of a potentiometer. Movement would typically be calculated by measuring the charge or discharge time of a resistance/capacitive circuit. These knobs could be moved in either direction to a stopping point, they could not perform a full 360 degree rotation.
Monday, December 5, 2016
Diagonsing and Fixing DOS Games - King's Quest VI and the Sound Blaster 16
On Friday, I sat down at my 486DX2/66 computer and decided to play a little King's Quest VI: Heir Today, Gone Tommorow. KQ6 is definitely one of Sierra's best games and it had been a long time since I last tried to play it through. I had the floppy version installed on my hard drive, so I started up the floppy version. Unfortunately, it took the whole weekend to track down the problem and implement a solution for it.
Sunday, November 27, 2016
Windows 3.1 - The Dawn of Windows Gaming
Microsoft Windows released Windows 3.1 on April 6, 1992. This was the first version of Windows that Microsoft really designed for gaming applications and was available to purchase at retail. (Windows 3.00a with Multimedia Extensions was available from OEMs). Windows 3.1 main draw was its support for multimedia, essentially sound cards, MIDI devices and CD-ROM audio. Unlike the text command line parser of DOS, Windows was a graphical operating system with nary a command prompt in sight. Most control was accomplished using a mouse. For the first time users could easily access more than one program on a PC through the task switcher because the operating system was built for multitasking.
Saturday, November 26, 2016
Arcade Games Potpourri
Donkey Kong
Where is the Original?
Donkey Kong's historical importance cannot be understated. The huge international success of Donkey Kong was closely tied to the rise of Nintendo as a force in the video game industry. It also marked the first of many masterpieces by Shigeru Miyamoto. It also made important legal precedent with Universal City Studios, Inc. v. Nintendo Co., Ltd., 746 F.2d 112 (1984) giving games more freedom to take inspiration from popular culture without risking being sued. The game was widely ported and the NES version is very good, especially in the Original Edition version released by Nintendo with all four stages at times for the Wii and Wii U Virtual Console.
Where is the Original?
Donkey Kong's historical importance cannot be understated. The huge international success of Donkey Kong was closely tied to the rise of Nintendo as a force in the video game industry. It also marked the first of many masterpieces by Shigeru Miyamoto. It also made important legal precedent with Universal City Studios, Inc. v. Nintendo Co., Ltd., 746 F.2d 112 (1984) giving games more freedom to take inspiration from popular culture without risking being sued. The game was widely ported and the NES version is very good, especially in the Original Edition version released by Nintendo with all four stages at times for the Wii and Wii U Virtual Console.
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| Donkey Kong Arcade |
Friday, November 11, 2016
A Better Alternative to the NES Classic Edition
In the final entry in what has turned to cover way too much blog space, I am giving my reasons why I cannot recommend the NES Classic Edition (CE). The CE has a lot going for it, an attractive price, a cute look, the official throwback factor, 30 classic games, a good replica controller. But it has a few downsides.
The first is obvious, the cables are way too short. They are only 2.5' long. An original NES controller is over 6' long. If you want to play with the CE while sitting on the couch, you will need either a long HDMI cable or controller cable extenders. A 25' HDMI cable will run you about $15 on Monoprice, but the controller extensions coming out for the CE run $10 each. If you want to play a two player game, that is another $10. Ultimately, the problem can be fixed, but the fixes will turn a $60 device into a $90 device.
The second is equally obvious, the console is not upgradeable. When you finish playing those 30 games, what then? It will be back to the Virtual Console. Want to play Mega Man 3, Castlevania 3, Startropics 2, Ninja Gaiden 2, Contra or Tecmo Super Bowl? You may have to wait for something like the CE 2.0 Edition. Given that Nintendo included virtually all its first party classics in the existing CE, the game lineup in the CE 2.0 would prove interesting to say the least.
The first is obvious, the cables are way too short. They are only 2.5' long. An original NES controller is over 6' long. If you want to play with the CE while sitting on the couch, you will need either a long HDMI cable or controller cable extenders. A 25' HDMI cable will run you about $15 on Monoprice, but the controller extensions coming out for the CE run $10 each. If you want to play a two player game, that is another $10. Ultimately, the problem can be fixed, but the fixes will turn a $60 device into a $90 device.
The second is equally obvious, the console is not upgradeable. When you finish playing those 30 games, what then? It will be back to the Virtual Console. Want to play Mega Man 3, Castlevania 3, Startropics 2, Ninja Gaiden 2, Contra or Tecmo Super Bowl? You may have to wait for something like the CE 2.0 Edition. Given that Nintendo included virtually all its first party classics in the existing CE, the game lineup in the CE 2.0 would prove interesting to say the least.
Thursday, November 3, 2016
Godzilla - International Obsession
When Toho first began offering their Godzilla films for release for U.S. markets, it would supply a copy of a Japanese print. The U.S. distributor would then make whatever edits and additions it deemed appropriate, dub the film into English and release it. Typically the print would be sent to the U.S distributor without text credits, leaving the inclusion of credits to the local distributor.
However, by the mid 1960s Godzilla and other Toho films were increasingly offered in two versions, a textless version suitable for alteration and an International version which could be put into theaters or on TV immediately. International versions could be sold to other English-speaking countries or non-English speaking countries where it would be easier to dub the film into the local language by translating English instead of Japanese.
An International version of a Godzilla film is characterized by several features. First, the Japanese credits are translated into English. The typeface used will invariably be white. Second, the film will be distributed uncut from its Japanese version. Third, the film will be dubbed into English in Tokyo (until 1972) or Hong Kong (1972-2004). International versions were deemed appropriate for the TV and home video markets, but more quality-conscious distributors like American International Pictures, New World Pictures and Sony Pictures decided to commission new dubs for the films they released theatrically.
However, by the mid 1960s Godzilla and other Toho films were increasingly offered in two versions, a textless version suitable for alteration and an International version which could be put into theaters or on TV immediately. International versions could be sold to other English-speaking countries or non-English speaking countries where it would be easier to dub the film into the local language by translating English instead of Japanese.
An International version of a Godzilla film is characterized by several features. First, the Japanese credits are translated into English. The typeface used will invariably be white. Second, the film will be distributed uncut from its Japanese version. Third, the film will be dubbed into English in Tokyo (until 1972) or Hong Kong (1972-2004). International versions were deemed appropriate for the TV and home video markets, but more quality-conscious distributors like American International Pictures, New World Pictures and Sony Pictures decided to commission new dubs for the films they released theatrically.
Sunday, October 23, 2016
Reasons for Owning a Gravis Ultrasound - Sound Quality Comparisons
It is an unfortunate fact of PC retro gaming that the Gravis Ultrasound cards are very expensive to buy off the second-hand market and the auction sites. You may ask why should I want one, my Sound Blaster and my Roland does the trick for me.
For most games, you would be correct, the GUS is not especially impressive. Some games, like anything using the DOOM engine, mix all the digital audio in software and then send the result to the sound card. This eliminates one of the most important advantages of the GUS, mixing multiple streams in hardware at reasonable bit-sizes and frequencies. In this instance, the GUS is no better than a Sound Blaster 16. In benchmarks, it is actually worse than a SB16.
But for other games, the GUS can have a distinct advantage. In these games, all audio, music, speech and sound effects, is digitally generated and mixed. The Sound Blasters must mix this audio in software, but the GUS mixes it in hardware. The result is always a higher quality sound from the GUS than an SB, even if the SB is a Pro, 16 or AWE model.
For most games, you would be correct, the GUS is not especially impressive. Some games, like anything using the DOOM engine, mix all the digital audio in software and then send the result to the sound card. This eliminates one of the most important advantages of the GUS, mixing multiple streams in hardware at reasonable bit-sizes and frequencies. In this instance, the GUS is no better than a Sound Blaster 16. In benchmarks, it is actually worse than a SB16.
But for other games, the GUS can have a distinct advantage. In these games, all audio, music, speech and sound effects, is digitally generated and mixed. The Sound Blasters must mix this audio in software, but the GUS mixes it in hardware. The result is always a higher quality sound from the GUS than an SB, even if the SB is a Pro, 16 or AWE model.
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