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furrtek

furrtek

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Project schedule poll

It's been a while since the last update !

Explaining this is a simple fact: although I've been hard at work on the Super A'Can sound chip, for now there hasn't been much exciting findings tha...

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Super A'Can soundchip progress

A short post with some good news and (mildly) bad news: tracing and cell boundaries of the UM6619F A'Can soundchip are 99% done after 265 hours.

The bad news: that was the easiest step. Now c...

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TMNT MiSTer core beta release

The MiSTer TMNT core beta is finally available: https://github.com/furrtek/Arcade-TMNT_MiSTer 

M.I.A...

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Konami 053260 schematics release

Work on the Konami 053260 "KDSC" sound chip is finally done !

The traced overlay, schematics, and some infos on Toshiba logic cells are here: 2023-03-22 10:23:04 +0000 UTC View Post

Konami 053260 tracing done

First time tracing a Toshiba gate array and it was awful. Not 007121-awful, but still.

Identifying the cells and reverse-engineering them required individual stitches at 50x magnification but...

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Konami 051316 reverse-engineering

I've just finished reverse-engineering the Konami 051316 chip.

This one is a ROZ (rotation/zoom) plane generator, which is visually equivalent to the SNES' famous Mode 7. It was used by:

<...

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Interlude: Konami 051316 and 053260

Before modifying tiers to allow voting on what I should work on next, I'll be working on the Konami 051316 (rotozoom chip used to generate perspective planes such as maps and roads) and the 053260 ...

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TMNT sprites and future work

The second part of TMNT's video system is now working well enough to show the title screen and a few MAME VRAM captures properly !

There might be some glitchy edge-cases related to scaling th...

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TMNT first pictures

Here are the first pictures generated by simulation.

The self-test screen was generated with the main CPU running, meaning that everything is working well enough for the main program to run, ...

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TMNT core progress

Most parts of the TMNT hardware have been implemented and connected with each other. The lenghty bug-hunting process began.

To do this without having to wait several minutes for the core to b...

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Technical curiosities found in TMNT so far

1. CPU read signal not used for ROM access decoding

Access to the code and data ROMs for the main 68000 CPU is only decoded with address lines, not the "read/write signal". Meaning that the C...

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All Konami TMNT video chips traced !

This is it, the second-to-last post about Konami's TMNT hardware.

There are a few things I want to address in this paid post:

1) The results !

The schematics an s...

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Konami sprite chips: I'm a dummy

A few hours after posting the news about the unusable dies, I remembered that I had a dead Ajax board from which I had already taken the 2021-10-07 21:51:09 +0000 UTC View Post

Konami sprite chips setback

A few days ago I wanted to resume work on the Konami chips, by starting to trace one of the two remaining sprite chips (051937 and 051960).

Pulling the dies from my small collection, I notice...

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Not Konami : Sega 315-5195

Two weeks ago I took a hike from Konami land to the Sega mountains to help Jotego with his System16 work, by tracing the smallest of the 3 custom chips used by the system.

The 315-5195 fits i...

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Konami 052109 schematic

Confused about those 05xxxx Konami chip numbers yet ? ;3

As previously mentionned, this one goes in pair with the last one I worked on: the 051962. They're both used to generate the scrolling...

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Konami 051962 schematic

The Konami 051962 chip tracing was finished a few days ago. That's about one fifth of the video logic used by the previously mentionned games. 

This one is used in pair with the 052109, ...

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New Konami project

The decision has been taken: my new Patreon chip die tracing project will involve the 1988 tilemap and sprite brothers 052109, 051962, 051960 and 051937.
They have been decapped and are currentl...

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Bonus Round: Konami 007452

Today's schematics release of the Konami 007452 chip comes with a "funny" story.

The main ...

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Konami 007121 schematics release

Finally !

Of the few chips I've traced until now, this one has been by far the most tiring. Much worse than the Neo Geo's video controler.

The first reason for that, is that the memory ...

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Konami 007121 tracing 100% done

A few days ago I shared an "artistically" colored render of the Konami 007121 video chip's vector trace on...

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Konami 007121 tracing progress II

More progress. My buggy Python "ERC" (Electrical Rule Checker) script says that tracing is nearly 70% done.

The green cells are fully connected, the yellow cells are only missing one connecti...

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Konami 007121 tracing progress

Here's what the 007121 tracing layer looks like as of today. Just by looking at that blue cloud, one may guess that about 25% is done, but I'd give 15~20% as a closer estimate.

To give you an...

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All Konami 007121 cells mapped

It's almost all in the title: the 007121 cell map was completed a few days ago. The total count is 2347 cells, using up approx 88% of the available space on the die.

The stats show that the t...

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Half of the Konami 007121 cells mapped

Hello new patrons, nice to see you ! Thanks for supporting this new project :)

A short progress post today. I've just mapped out the logic cells of 19 columns out of the 36 making up the Kona...

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Starting work on the Konami 007121

EDIT: The last one was the Konami 007232. It's now done, files are available here:  https://git...

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Heartbeat and new projects

I've been obviously neglecting this poor Patreon page after most of the NeoGeo work was done. This was meant to be a lengthy update post about what I was up to these last months but nobody wants to...

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Progress August I - Pretty much done

Since a lot of work has been done by the MiSTer gurus and since there has been a whole month without any update from me, I thought it would make sense to write the last paid post now to summarize w...

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Progress June I - Small news before bigger news

Because I hadn't reached the goals just yet, this isn't the previously mentioned paid post. This is a short progress report about a few things.

First of all, audio. The tempo glitches were du...

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Progress April I - What's cooking ?

Two main things: audio and CD.

The audio part's vast majority comes from the work of Jotego, who implemented the YM2610 ADPCM channels during these last days. Something I could have never don...

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