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  • Joined: 24 Sep 2006
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  • Location: Sydney, Australia
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FM Sound Upgrade
Post Posted: Fri Oct 12, 2007 3:34 pm
I've bought some Yamaha YM2413 sound chips and now I'm trying to put one into a PAL SMS 2. I've basicaly copied the circuit of the Mark III FM expansion module (http://www2.odn.ne.jp/~haf09260/Mark3/Fm70.htm). It works well except for one game: Time Soldiers. For some reason the FM chip is not detected and all sound comes from the PSG. I can hear FM sound when playing the game on Meka.... Is there something special about this game? Does a japanese SMS contain different YM2413 support logic to a Mark III + FM module?
smsfm.jpg (108.61 KB)
smsfm.jpg

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Post Posted: Fri Oct 12, 2007 4:25 pm
A lot of games only attempt to detect/use the FM chip if the system is Japanese. A language mod might be in order. Unfortunately, it'll also change the text in a lot of games...
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Post Posted: Fri Oct 12, 2007 4:38 pm
Time Soldiers doesn't AFAIK.
It'll be interesting to hack it and investigate why it doesn't detect the FM unit.

Great mod, by the way. You may want to create a thread to detail and finetune the procedure as I'm sure people would be interested in it.
I would fund mass production of such thing if if can be miniaturized and made in a package simple to install into regular SMS.
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  • Joined: 24 Sep 2006
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  • Location: Sydney, Australia
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Post Posted: Sat Oct 13, 2007 10:06 am
I ran Time Soldiers through Meka's debugger and found that, unlike all other games (I looked at about 10 others), it doesn't set bit 2 of port $3E before runnig it's FM chip detection routine (reading/writing to port $F2). Could this actually be a bug in the code?

Maxim: Do you know of any FM supporting games in particular which check the region? I'd like to test them with a flash cart.

Bock: Yes, I'm intending to produce this... If I use mostly SMD components I can probably fit it into the internal space around the expansion slot. It's going to require some crazy angular board mounting though. :)

But first I want to find out exactly what works and what doesn't.
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Post Posted: Sat Oct 13, 2007 11:36 am
viletim wrote
Maxim: Do you know of any FM supporting games in particular which check the region? I'd like to test them with a flash cart.

Check meka.pat. It seems only WB3 does this (I thought there were more), but there are a few games that lock up if the FM chip is/is not detected. Do you have an enable/disable switch for those cases?

What chance this can work on an SMS2? (No expansion port...)
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Post Posted: Wed Oct 24, 2007 1:01 pm
Can somebody with a functional Mark III + FM expansion tell me if there's a huge pop sound in the audio when the power is switched off? What about the japanese SMS?
 
  • Joined: 24 Sep 2006
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Post Posted: Mon Nov 19, 2007 4:17 am
Nearly ready... I'm still waiting for the card edge connectors to arrive (may be a while yet :/ ).

The board is small enough to fit inside the SMS1 expansion area and will fit in the empty space (to the right) inside a SMS2. Installation is easy for the SMS1, just a few solder connections (for audio mixing). For the SMS2 it's a bit more complicated but no more than a typical PS2 modchip.
smsfm2.jpg (318.68 KB)
Photo
smsfm2.jpg
smsfm.png (10.72 KB)
Circuit Diagram
smsfm.png

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  • Joined: 31 Oct 2007
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  • Location: Norway (used to be Estonia)
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Post Posted: Tue Nov 20, 2007 2:35 pm
Awesome thing (looks pretty scary on the pic) !!! I wonder if you could put it into MD (I'm not sure but there may be some signals missing (JoyKill maybe))?
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  • Joined: 09 May 2007
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Post Posted: Thu Nov 22, 2007 12:48 am
That's so nice viletim, the only problem is that the YM2413 is so difficult to find nowadays... Liked a lot your project! And i saw that aren't too much solder points, easy to mount :-)
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