NES Classic Mini boot image dump method via UART and USB
ns-koubou.com
ns-koubou.com
Based on data from [1], the 30 included NES ROMs amount to < 5.3 MiB total. Increase that by roughly an order of magnitude to account for complexity, and it shouldn't take much to tuck 30 SNES ROMs + emulator + OS into that NAND.
The Classic NES makes sense as a business strategy, because NES Virtual Console games don't really sell well: people don't think individual NES games on the Virtual Console are worth the money Nintendo wants to charge for them (~$5). So the Classic NES—a fancy, "value-added" shovel-ware package—is the best way Nintendo have to make money from that old IP. If people aren't willing to buy the games themselves, they'll still pay for a cheap bit of hardware with those same games on it. (Consumer psychology is weird sometimes.)
A "Classic SNES" doesn't make as much sense: SNES titles on the Virtual Console do sell, often for much higher prices. There's no business reason to turn them into a shovelware package.
https://translate.google.com/translate?sl=ja&tl=en&js=y&prev...
It seems that while the u-boot is missing most commands, you can connect sunxi-tools to it by hooking up the USB while holding the reset button down, and then use AllWinner's debug protocol to poke it.
I wonder --- if the SoC has no customisations, could run the ROM on another similar device?
> (Hereinafter, abbreviated as Famicom Mini guy of GBA attention because it is not)
> By those who exploded before launch was in and out
There are also various other apps (largely developed by the anime/visual novel community) that might work better at extracting meaning, although that's more in the direction of quick dictionary lookups.
Not that there wasn't any emulator on Android before, but having one more good choice doesn't hurt.
Picked it up yesterday figuring that I could likely sell it (with a profit) in case I didn't end up enjoying it. But I think I'll hang on to it - or maybe turn it into a christmas gift for someone. It's a really neat little thing. The software has obviously been crafted with a loving attention to detail.
And the games themselves have more depth that I thought - having only experienced them briefly in various desktop OS emulators before, with lots of annoying small issues (like not having an ideal controller, sound issues, no easy/natural way to play them on the TV with nearly instant bootup time, etc).
Also, those ROMs I've heard (ahem) are floating around on the net tend not to come with these fantastic user manuals:
https://www.nintendo.co.jp/clv/manuals/en/index.html
(I just wish they would have included them in some neat Nintendo-ish way in the main menu UX.)
Surely Nintendo could have come up with a combination that was not used in any of the included 30 games? For a company that was so focused on user experience early on, they really dropped the ball with that button design, btw. Start, Select and a primary action button ("A")? Anyway, that mishap meant there was room for a rescue now in 2016, to use some unused combination of those peculiar buttons to do the reset. But alas, no.
Other nice things to have that would hopefully be doable:
- putting the game manuals on the actual device for viewing on the TV
- the audio is a bit harsh; it sounds like it needs some filtering, maybe just some dead simple high-pass (edit: err, low-pass) filter would do it
Could you clarify what was meant by harsh?
The HDMI PHY[1] differentially encodes either I2S or S/PDIF (from SoC). This is a lossless digital-to-digital translation, which suggests that audio being a bit harsh is either a consequence of precise emulation of the NES APU[2] or something wonky with the speakers you're using.
I made the assumption that by harsh you meant dissonant sounds of a relatively high audio frequency, which would make sense given how the 2A03 APU synthesizes audio, but wouldn't make sense if you're suggesting that a dead simple high-pass filter would resolve the issue.
"I made the assumption that by harsh you meant dissonant sounds of a relatively high audio frequency"
Yes, that's what I'm hearing. Here is a comparison video where you can listen to the difference between the original NES (via an ADC, presumably) and the NES Classic Mini:
https://www.youtube.com/watch?v=Z9EyI3mVhi4
Anyway, to me it sounds that by just filtering away some high frequencies you would get a better approximation of the original.
Edit: Oh wait, I see what I did; I mixed up high-pass filter with low-pass filter (again). Doh. I do maintain that whoever named them made a mistake.
With regard to naming of high-pass/low-pass filters, it might help to think of the opposite names (low-cut/high-cut). Pass is the opposite of cut/reject.
An improvement to the NES Classic will necessarily have to come in software as a DSP LPF either within the emulator application or at the OS level (someone mentioned seeing alsa during boot??). Nevertheless, a passive analog hack is definitely not going to be applicable.
[1] http://www.freeinfosociety.com/electronics/schemview.php?id=...
Not that the assumption was incorrect...
Nah, they're named fine, you're just doing the incorrect mental-shortcut that I used to do: because there's 'low' and 'filter', you're ignoring 'pass'. The lows or the highs (respectively) pass-through the filter.
http://data.nintendo.co.jp/oss/NintendoEntertainmentSystemNE...
Containing:
r16-uboot-fc3061df4dbd4153819b2d2f141d82b88fea51cf.tar.gz
Notice the commit hash.