View Full Version : RetroDuo NES/SNES Clone Official Thread. Castlevania III, StarFox WORK, SMRPG WARNING
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Frankie_Says_Relax
10-26-2012, 03:19 PM
Since it keeps coming up in clone threads, from my experience with the Tri Star Super-8, it is a very solid Famicom clone BUT (and it's a big but) since it emulates Famicom controller port hardware, any US NES game that requires player 2 to press start or select is borked since Famicom has no start or select on the 2 player controller.
Seems like it's not a big deal, but there are quite a few games that suffer to a level of incompatibility because of that.
MarioMania
10-26-2012, 11:03 PM
What Games are like that in 2 Player Mode, Got a list?
sageru
10-27-2012, 12:48 AM
I don't think there's a list, but if a game is developed by a Japanese developer (such as Capcom, Konami, Nintendo) there isn't a need for player 2 to press start or select ever... as those would have originally been released on the Famicom. Almost all the good NES games fall into this category, except a few. If you see a multiplayer-centric game that was developed/published by a western developer, just look into it. Chances are it doesn't require player 2 to press start, hardly any games do.
What Games are like that in 2 Player Mode, Got a list?
sageru
11-01-2012, 01:23 PM
Switching the AC adapter is confirmed NOT working for the 3.0 Retro Duo. My Retro Duo is nearly useless after spending $15 extra on a power cord.
These version numbers, do they apply over all regions for Super Mario RPG or just american ntsc usa releases....wondering if other countries like japan and europe had these versions also.....
Frankie_Says_Relax
11-01-2012, 03:24 PM
What Games are like that in 2 Player Mode, Got a list?
I don't have a comprehensive list but its stuff that's really disappointing when you discover it.
Like, not being able to join or continue mid game in Contra.
Just saw a Youtube video that I found something interesting about SMRPG people.....some gal has a video up about SMRPG and running with her FC Twin and she tried two versions of the game and noticed a difference.....the one that says Made in Mexico she guesses was a 1.1 version and not working on her system and the one in Japan was a 1.0 version and working on her FC Twin.....anyone who has tried finding a SMRPG cart and got it to work or not, have they noticed where it was made.....Maybe the early versions were all made in Japan and the revisions made in Mexico.....just a theory though....
JUST READ, This may not necessarily be the case on a thread on here.....oh, well....thought I had something...
One trick which is very timing-sensitive, but does work on (all?) versions of Super Mario RPG that check for a lockout chip is one found by Satoshi_Matrix. The trick involves turning on the RetroDuo with an NES game inserted in the NES slot for 5 seconds, then immediately switching over to the Super NES side. If you get the timing right, this will work every time. What I do for this is to use Life Force; I turn on the RetroDuo with that game inserted in the NES slot, then as soon as the title screen disappears, I turn on the Super NES side.
Just so you know, this copy of Super Mario RPG is a Japanese Super Famicom version. Works fine on original hardware, but has a very hard time running on Super Famiclones (conclusion: it checks for a lockout chip).
Later today, I will share my experience with the RetroDuo v3.0 since I acquired one after having been bitterly disappointed with the RetroN2 (I pretty much think of this thing as an overpriced FC Twin with NES controller ports and S-Video because compatibility is no better than the FC Twin, though you can use NES controllers without needing a controller adapter, you have S-Video which works very badly and might explain why the RetroN2 doesn't even come with an S-Video cable, and the NES video is better, but the rest is either the same or worse than the FC Twin).
Say, does anyone get some nasty video interference with the Super NES side of their RetroDuo? Basically, what I'm getting are 2 thick strips of static that scroll from the top of the screen down. I've been trying all sorts of different methods to get rid of that damn static: split the Super NES and NES video signals, re-route some Ground signals(supposedly, there's some kind of Ground loop in the system), even going as far as to change the Super NES Composite and S-Video amps to match the KA2198BD's datasheet. And I still have the static! Now, here comes the strange part: I changed the Super NES side's PAL/NTSC jumper into the PAL position(well, not quite; I just left the jumper pad with no voltage applied to it), and while I did manage to screw up the RetroDuo's RGB outputs from the TCT-976 chip(removed 3 resistors I wasn't supposed to), when I bring up the brightness on my TV, I don't see those static strips anymore. But as soon as I solder that jumper pad to Ground, the static comes back. This makes me wonder: was the system maybe designed to be a PAL-based NES/Super NES 2-in-1 clone?
Has anyone had these interference problems with their RetroDuo's Super NES side, and if so, have you figured out the definitive way to get rid of them while keeping the Super NES side running in NTSC?
EDIT: I've replaced the resistors I removed, and I can definitely confirm that when the RetroDuo's Super NES board is set to run in PAL, the static is gone. Solder the PAL/NTSC jumper to Ground, and the interference returns. What the hell?
By the way, this is my RetroDuo model(same paint job): http://imgs.inkfrog.com/pix/gamedepot/retro_duo_white_2.jpg
I got the same issue you describe as a static line going down from the top of the tv to the bottom, mostly noticeable on a black background.....all I did was adjust the contrast on my tv and it faded to where you really don't notice it, I don't know if this is a bug with the retro duo's hardware or what, tried S-video and composite, they both do the same, tried a different cable....same....
I got the same issue you describe as a static line going down from the top of the tv to the bottom, mostly noticeable on a black background.....all I did was adjust the contrast on my tv and it faded to where you really don't notice it, I don't know if this is a bug with the retro duo's hardware or what, tried S-video and composite, they both do the same, tried a different cable....same....
It appears to be a power supply issue causing the lines. I swapped out my RetroDuo v2.0's power supply for a modified DC 5V power supply my LG external DVD drive came with and the lines disappeared. My RetroDuo v3.0's power supply doesn't cause lines, either, but it does make a very obnoxious squealing noise whenever the console is powered on.
theclaw
11-10-2012, 01:33 AM
These version numbers, do they apply over all regions for Super Mario RPG or just american ntsc usa releases....wondering if other countries like japan and europe had these versions also.....
Super Mario RPG wasn't released for the europe snes.
Here is a list of games I tested with my brand new RetroDuo:
NES (US)
1943: Works (but sound issues)
Astyanax: Works
Batman: Works
Bayou Billy: Works
Bionic Commando: Works
Captain Skyhawk: Works
Castlevania 2: Works (but sound issues)
Commando: Works
Double Dragon: Works (but sound issues)
Double Dragon 3: Works (but sound issues)
Dr Mario: Works (with very slight sound unbalance)
Dragon Spirit: Works
Dragon Warrior: Works
Fast Break: Works
Gauntlet: Works
Gold Medal Challenge 92: Works
Golgo 13: Works
Kirby's Adventure: Works
Kung Fu: Works
Metroid: Works (but sound issues)
Mickey Mousecapade: Works
Ninja Gaiden: Works (but sound issues)
Ninja Gaiden 2: Works (but sound issues)
Pro Wrestling: Works
Rad Racer: Works
Rad Racer 2: Works
RC Pro-Am: Works
Shinobi (Tengen): Works
Spy Hunter: Works
Super C: Works (but sound issues)
Super Mario Bros 2: Works (but sound issues)
Super Mario Bros 3: Works (but sound issues)
Tag Team Wrestling: Works
Tecmo World Wrestling: Works
Tetris: Works
Tetris 2: Works
TMNT: Works (but sound issues)
TMNT 2 - Arcade Game: Works (but sound issues)
TMNT 3 - Manhattan Project : Works (but sound issues)
Track & Field 2: Works
Vice: Project Doom: Works
Willow: Works
Wizards & Warriors: Works (with minor sound issues)
Wizards & Warriors 2 - IronSword: Works (with minor sound issues)
World Class Track Meet: Works
SNES (US)
Super Tennis: Works
Super Street Fighter 2: Works
Capcom's Soccer Shoot Out: Works
Nigel Mansel: Works
Super Castlevania 4: Works
Street Fighter 2: Works
Axelay: Works
Pilot Wings: Works
F-Zero: Works
Drakkhen: Works
NBA Showdown: Works
Super Mario World: Works
Conclusion:
It appears that the NES side of the RetroDuo has a problem with the reproduction of sound. Indeed, the bass are much louder than the trebble and some audio is not played at all (i.e. Ninja Gaiden, Castlevania 2 ...).
This is very sad!
I hope that, somehow, there will be a fix of some kind...
Cheers
Just wondering the guy who posted this, does the ones marked as works basically work with decent sound.....looking for a few titles that work with decent sound that don't suffer too much distortion if at all possible........
Here is my compatibility list for a stock RetroDuo 3.0 mascot edition, I know it's not much right now but just collecting carts to test at a nice steady rate....will update this post when I get something new to add, pretty much if there is no note it works perfectly, if there is any issues will be put into ()....
NES
Nintendo (NTSC-USA)
Baseball
Double Dribble
Dr. Mario (audio unbalanced, slightly off)
Dragon Warrior
Golf
John Elway's Quarterback
Kings of the Beach - Professional Beach Volleyball (sound issues)
Legacy of the Wizard
NES Play Action Football
Pinball
R.C. Pro-Am
Rad Racer
Super Mario Bros. (sound issues)
Top Gun
SNES
Super Nintendo (NTSC-USA)
Donkey Kong Country
Donkey Kong Country 2 - Diddy's Kong Quest
F-Zero
Sim City
Star Fox
Super Mario Kart
Super Mario World
Super Famicom (NTSC-JAPAN)
Bishoujo Senshi Sailor Moon
Dragon Ball Z - Super Butouden
Also picked up a Retro Entertainment System for comparison and here is the compatibility for that....
NES
Nintendo (NTSC-USA)
Baseball
Double Dribble (sound issues)
Dr. Mario
Dragon Warrior
Golf
John Elway's Quarterback
Kings of the Beach - Professional Beach Volleyball
Legacy of the Wizard
NES Play Action Football (sound issues)
Pinball
R.C. Pro-Am
Rad Racer
Super Mario Bros. (pallet issue, purple sky)
Top Gun
MarioMania
01-16-2013, 10:49 PM
I been testing NES Controllers on the Retro Duo
Super 8/Retro Duo NES to SNES Adaptor compatibility list
incompatible
Doom
Robocop vs Terminator
Donkey Kong Country Series
Mega Man X Series
F-Zero - Could selete your car, But can't go anywhere
Super Street Fighter 2
Street Fighter Alpha 2
Super Game Boy :(
Super Mario All Stars - Works, But when you try to start a game it will boot you back to the Main Title Screen - It won't matter if you start the game with a SNES Pad then go to the Adapter
Tetris & Dr. Mario - Device Screen pops up
NBA Jam T.E - Device Screen pops up
compatible
Super Mario World - Works Mario is running except waking
Zelda A Link to the Past - Missing the X Button for the Map
Space Invaders - Plug in a SNES Pad to add credits - take it out and plug the adapter in
Super Mario Kart
Street Fighter 2/Street Fighter 2 Turbo - Try to play this on Hard with only 2 buttons
A note to those of you who want to attempt the NES audio fix on the RetroDuo v3.0: its NES board is 99.9% unchanged (the only difference is it's colored blue instead of green), so you would have to apply the same 2.2Kohm resistor and 0.1uF capacitor at the same points you would on a RetroDuo v2.0.
Even the Super NES board has hardly changed. The only really big difference is the presence of the updated reduced-size TCT-970 series Super NES clone chipset. However, the S-Video circuit appears to be a little different as the video is a lot brighter than it was on the RetroDuo v2.0.
One thing, though: RetroBit should change the op-amp used on the Super NES audio amp as it does induce a light hiss on loud games. There's an LM358 dual op-amp on the audio circuit which really should be replaced by a TL072 or any op-amp with a greater unity-gain bandwidth than 1MHz. That's the unity-gain bandwidth of the LM358, which is not quite adequate for the audio out of the clone SPC700.
MarioMania
05-24-2013, 04:41 PM
DuckTales won't work with the Retro Duo/Super 8
MarioMania
05-29-2013, 02:18 PM
I get a Green Screen even if I clean the game
MarioMania
08-15-2013, 01:22 AM
I can't find my AC Adapter for the RD..
I know 5V 1,000 mA to Power it
If I find one like 2,000 mA will it still work?
I forgot if the mA has to be under or over like 1,000 mA
If you have a power supply that's rated for more current than what the RetroDuo's power supply is rated for, the RetroDuo will simply take whatever amount of current it needs. You must use a DC 5V center positive power supply, but as long as it's rated for 1A/1000mA or more, you're good to go.
MarioMania
08-22-2013, 03:03 PM
Thanks Ace