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the NEO real time online chat channel

the NEO real time online chat channel

link: http://www.blitzed.org/chat

Nick name: change to your own nick name

Channel : #neo

[Guide] how to identify your MK5 2M save working fine?

how to identify your MK5 2M save working fine?
here is the guide for it.

more info: [Guide] how to identify your MK5 2M save working fine

[1] copy the last V5 version to your MK5,and run it;

[2] press any button,then start to check,if all pass,then whole screen will turn to GREEN, it mean the 2M sram is working perfect;

[3] now we start to test the battery, re-power on your nds,and run this app again,if batter work then should show "previous test data -found-" , now press any button to verify the whole 2M data.
if pass too,congrates, your MK5 save system working perfect  sm-18

 
 

new MK5 USB Slim linker release

new MK5 USB linker release

more info : new MK5 USB linker release
now you can choose which linker you want  Cheesy

Continue reading new MK5 USB Slim linker release

NEO TF USB 2.0 high-speed Pen Driver

NEO TF USB 2.0 high-speed Pen Driver

more info : NEO TF USB 2.0 high-speed Pen Driver

 

Continue reading NEO TF USB 2.0 high-speed Pen Driver

NEO FC X2 game console

NEO FC X2 game console

more info: NEO FC X2 game console

SPEC:
* Support FC and SFC(SNES) on one console
* Use SFC joypad to control FC games
* Have NTSC and Pal-B 2 system can be choose
* Have 110V and 220V 2 AC adapter can be choose

 

 
 

Continue reading NEO FC X2 game console

the MK6 motion source code

the MK6 motion source code (from dslib)

ndsmotion.c :

Quote
/*———————————————————————————
   $Id: ndsmotion.c,v 1.4 2007/05/22 18:05:26 dovoto Exp $

   DS Motion Card/DS Motion Pak functionality
   
   Copyright (C) 2007
      Michael Noland (joat)
      Jason Rogers (dovoto)
      Dave Murphy (WinterMute)
      Keith Epstein (KeithE)

   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any
   damages arising from the use of this software.

   Permission is granted to anyone to use this software for any
   purpose, including commercial applications, and to alter it and
   redistribute it freely, subject to the following restrictions:

   1.   The origin of this software must not be misrepresented; you
      must not claim that you wrote the original software. If you use
      this software in a product, an acknowledgment in the product
      documentation would be appreciated but is not required.
   2.   Altered source versions must be plainly marked as such, and
      must not be misrepresented as being the original software.
   3.   This notice may not be removed or altered from any source
      distribution.

   $Log: ndsmotion.c,v $
   Revision 1.4  2007/05/22 18:05:26  dovoto
   updated to support multiple ds motion cards.  motion_enable is now motion_init…see ds_motion example

   
   Revision 1.4  2007/05/18 9:35:01  KeithE
   Added support for DS Motion Pak and MK6
   Added motion_init() to determine which type of motion sensor is present (0 if none)
   motion_init() NEEDS TO BE RUN BEFORE USING THE MOTION SENSOR FUNCTIONS
   Added input parameter to motion_read_ functions that contains the motion sensor type
   Use motion_init() to check whether a DS Motion Sensor is inserted
   
   Revision 1.3  2007/01/10 16:47:30  dovoto
   Added calibtation settings to ds motion code
   
   Revision 1.2  2007/01/09 06:23:43  dovoto
   Fixed logging header for ndsmotion.h and ndsmotion.c
   

———————————————————————————*/

#include <nds.h>
#include "ndsmotion.h"

#define WAIT_CYCLES 185

#define CARD_WaitBusy()   while (CARD_CR1 & /*BUSY*/0x80);

// enables SPI bus at 4.19 MHz
#define SPI_On() CARD_CR1 = /*E*/0x8000 | /*SEL*/0x2000 | /*MODE*/0x40 | 0;

// disables SPI bus
#define SPI_Off() CARD_CR1 = 0;

// Volatile GBA bus SRAM for reading from DS Motion Pak
#define V_SRAM ((volatile unsigned char*)0x0A000000)

int card_type = -1;

//these are the default calibration values for sensitivity and offset
MotionCalibration calibration = {2048, 2048, 2048, 1680, 819, 819, 819, 825};

// sends and receives 1 byte on the SPI bus
unsigned char motion_spi(unsigned char in_byte){

   unsigned char out_byte;
   CARD_EEPDATA = in_byte; // send the output byte to the SPI bus
   CARD_WaitBusy(); // wait for transmission to complete
   out_byte=CARD_EEPDATA; // read the input byte from the SPI bus
   return out_byte;
}

void motion_MK6_sensor_mode() {
   // send some commands on the SPI bus
   SPI_On()
   motion_spi(0xFE);
   SPI_Off()
   SPI_On()
   motion_spi(0xFD);
   SPI_Off()
   SPI_On()
   motion_spi(0xFB);
   SPI_Off()
   SPI_On()
   motion_spi(0xF8);
   SPI_Off()
}

void motion_MK6_EEPROM_mode() {
   // send some commands on the SPI bus
   SPI_On()
   motion_spi(0xFE);
   SPI_Off()
   SPI_On()
   motion_spi(0xFD);
   SPI_Off()
   SPI_On()
   motion_spi(0xFB);
   SPI_Off()
   SPI_On()
   motion_spi(0xF9);
   SPI_Off()
}

// checks whether a DS Motion Pak is plugged in
int motion_pak_is_inserted(){
    int motion_pak = 0;
   unsigned char return_byte = V_SRAM[10]; // read first byte of DS Motion Pak check
   swiDelay(WAIT_CYCLES);
   return_byte = V_SRAM[0];
   swiDelay(WAIT_CYCLES);
   if (return_byte==0xF0) { // DS Motion Pak returns 0xF0
      return_byte = V_SRAM[0]; // read second byte of DS Motion Pak check
      swiDelay(WAIT_CYCLES);
      if(return_byte==0x0F) { // DS Motion Pak returns 0x0F
         motion_pak = 1;
      }
   }
    return motion_pak;
}

// checks whether a DS Motion Card is plugged in
// this only works after motion_init()
// it will return false if it is run before motion_init()
int motion_card_is_inserted(){
   // send 0x03 to read from DS Motion Card control register
   SPI_On()
   motion_spi(0x03); // command to read from control register
   // if the control register is 0x04 then the enable was successful
   if( motion_spi(0x00) == 0x04)
   {
      SPI_Off()
      return 1;
   }
   SPI_Off();
   return 0;
}

// turn on the DS Motion Sensor (DS Motion Pak or DS Motion Card)
// Requires knowing which type is present (can be found by using motion_init)
int motion_enable(int card_type) {
   switch (card_type)
   {
      case 1: // DS Motion Pak – automatically enabled on powerup
         // check to see whether Motion Pak is alive
         return motion_pak_is_inserted();
         break;
      case 2: // DS Motion Card
         // send 0x04, 0x04 to enable
         SPI_On()
         motion_spi(0x04); // command to write to control register
         motion_spi(0x04); // enable
         SPI_Off()
         // check to see whether Motion Card is alive
         return motion_card_is_inserted();
         break;
      case 3: // MK6 – same command as DS Motion Card
         // send 0x04, 0x04 to enable
         SPI_On()
         motion_spi(0x04); // command to write to control register
         motion_spi(0x04); // enable
         SPI_Off()
         // check to see whether Motion Card is alive
         return motion_card_is_inserted();
         break;
      default: // if input parameter is not recognized, return 0
         return 0;
         break;
   }
}

// Initialize the DS Motion Sensor
// Determines which DS Motion Sensor is present
// Turns it on
// Does not require knowing which type is present
int motion_init() {
   sysSetBusOwners(true, true);
   // first, check for the DS Motion Pak – type 1
   if( motion_pak_is_inserted() == 1 )
    {
        card_type = 1;
        return 1;
   }// next, check for DS Motion Card – type 2
   if( motion_enable(2) == 1 )
    {
         card_type = 2;
         return 2;
   }
   
    motion_MK6_sensor_mode(); // send command to switch MK6 to sensor mode
   
    if( motion_enable(3) == 1 )
    {
        card_type = 3;
        return 3;
   }// if neither cases are true, then return 0 to indicate no DS Motion Sensor
   return 0;
}

// Deinitialize the DS Motion Sensor
// In the case of a DS Motion Pak, do nothing – there is nothing to de-init
// In the case of a DS Motion Card, turns off the accelerometer
// In the case of an MK6, turns off accelerometer and switches out of sensor mode into EEPROM mode
void motion_deinit() {
   // DS Motion Card – turn off accelerometer
   SPI_On()
   motion_spi(0x04); // command to write to control register
   motion_spi(0x00); // turn it off
   SPI_Off()
   // MK6 – switch to EEPROM mode
   motion_MK6_EEPROM_mode(); // switch MK6 to EEPROM mode
}

// read the X acceleration
signed int motion_read_x(void) {
   unsigned char High_byte = 0;
   unsigned char Low_byte = 0;
   signed int output = 0;
   switch(card_type)
   {
      case 1: // DS Motion Pak
         High_byte = V_SRAM[2]; // Command to load X High onto bus
         swiDelay(WAIT_CYCLES); // wait for data ready
         High_byte = V_SRAM[0]; // get the high byte
         swiDelay(WAIT_CYCLES); // wait for data ready
         Low_byte = V_SRAM[0]; // get the low byte
         swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
         output = (signed int)( (High_byte<<8 | Low_byte)>>4);
         return output;
         break;
      case 2: // DS Motion Card
         SPI_On()
         motion_spi(0x00); // command to convert X axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;
      case 3: // MK6 – same command as DS Motion Card
         SPI_On()
         motion_spi(0x00); // command to convert X axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;         
      default:
         return 0;
         break;
   }
}

// read the Y acceleration
signed int motion_read_y() {
   unsigned char High_byte = 0;
   unsigned char Low_byte = 0;
   signed int output = 0;
   switch (card_type)
   {
      case 1: // DS Motion Pak
         High_byte = V_SRAM[4]; // Command to load Y High onto bus
         swiDelay(WAIT_CYCLES); // wait for data ready
         High_byte = V_SRAM[0]; // get the high byte
         swiDelay(WAIT_CYCLES); // wait for data ready
         Low_byte = V_SRAM[0]; // get the low byte
         swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
         output = (signed int)( (High_byte<<8 | Low_byte)>>4);
         return output;
         break;
      case 2: // DS Motion Card
         SPI_On()
         motion_spi(0x02); // command to convert Y axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;
      case 3: // MK6 – same command as DS Motion Card
         SPI_On()
         motion_spi(0x02); // command to convert Y axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;            
      default:
         return 0;
         break;
   }
}

// read the Z acceleration
signed int motion_read_z(void) {
   unsigned char High_byte = 0;
   unsigned char Low_byte = 0;
   signed int output = 0;
   switch (card_type)
   {
      case 1: // DS Motion Pak
         High_byte = V_SRAM[6]; // Command to load Z High onto bus
         swiDelay(WAIT_CYCLES); // wait for data ready
         High_byte = V_SRAM[0]; // get the high byte
         swiDelay(WAIT_CYCLES); // wait for data ready
         Low_byte = V_SRAM[0]; // get the low byte
         swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
         output = (signed int)( (High_byte<<8 | Low_byte)>>4);
         return output;
         break;
      case 2: // DS Motion Card
         SPI_On()
         motion_spi(0x01); // command to convert Z axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;
      case 3: // MK6 – same command as DS Motion Card
         SPI_On()
         motion_spi(0x01); // command to convert Z axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;            
      default:
         return 0;
         break;
   }
}

// read the Z rotation (gyro)
signed int motion_read_gyro(void) {
   unsigned char High_byte = 0;
   unsigned char Low_byte = 0;
   signed int output = 0;
   switch (card_type)
   {
      case 1: // DS Motion Pak
         High_byte = V_SRAM[8]; // Command to load Gyro High onto bus
         swiDelay(WAIT_CYCLES); // wait for data ready
         High_byte = V_SRAM[0]; // get the high byte
         swiDelay(WAIT_CYCLES); // wait for data ready
         Low_byte = V_SRAM[0]; // get the low byte
         swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
         output = (signed int)( (High_byte<<8 | Low_byte)>>4);
         return output;
         break;
      case 2: // DS Motion Card
         SPI_On()
         motion_spi(0x07); // command to convert Gyro axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;
      case 3: // MK6 – same command as DS Motion Card
         SPI_On()
         motion_spi(0x07); // command to convert Gyro axis
         swiDelay(625); // wait at least 40 microseconds for the A-D conversion
         output = ( (motion_spi(0x00)<<8)|motion_spi(0x00) )>>4; // read 16 bits and store as a 12 bit number
         SPI_Off()
         return output;
         break;            
      default:
         return 0;
         break;
   }
}

//gets acceleration value in mili G (where g is 9.8 m/s*s)
int motion_acceleration_x(void){
   int accel = motion_read_x();
   return (accel – calibration.xoff) * 1000 / calibration.xsens;
}

//gets acceleration value in mili G (where g is 9.8 m/s*s)
int motion_acceleration_y(void){
   int accel = motion_read_y();
   return (accel – calibration.yoff) * 1000 / calibration.ysens;
}
//gets acceleration value in mili G (where g is 9.8 m/s*s)
int motion_acceleration_z(void){
   int accel = motion_read_z();
   return (accel – calibration.zoff) * 1000 / calibration.zsens;
}

//converts raw rotation value to degrees per second
int motion_rotation(void){
   int rotation = motion_read_gyro();
   return (rotation – calibration.goff) * 1000 / calibration.gsens;
}

//this should be passed the raw reading at 1g for accurate
//acceleration calculations.  Default is 819
void motion_set_sens_x(int sens){
   calibration.xsens = sens – calibration.xoff;
}

//this should be passed the raw reading at 1g for accurate
//acceleration calculations.  Default is 819
void motion_set_sens_y(int sens){
   calibration.ysens = sens – calibration.yoff;
}

//this should be passed the raw reading at 1g for accurate
//acceleration calculations.  Default is 819
void motion_set_sens_z(int sens){
   calibration.zsens = sens – calibration.zoff;
}

//this should be passed the raw reading at 1g for accurate
//acceleration calculations.  Default is 825
void motion_set_sens_gyro(int sens){
   calibration.gsens = sens;
}

//this should be called when the axis is under no acceleration
//default is 2048
void motion_set_offs_x(void){
   calibration.xoff = motion_read_x();
}

//this should be called when the axis is under no acceleration
//default is 2048
void motion_set_offs_y(void){
   calibration.yoff = motion_read_y();
}

//this should be called when the axis is under no acceleration
//default is 2048
void motion_set_offs_z(void){
   calibration.zoff = motion_read_z();
}

//this should be called when the axis is under no acceleration
//default is 1680
void motion_set_offs_gyro(void){
   calibration.goff = motion_read_gyro();
}

MotionCalibration* motion_get_calibration(){
   return &calibration;
}

void motion_set_calibration(MotionCalibration* cal){
   calibration.xsens = cal->xsens;
   calibration.ysens = cal->ysens;
   calibration.zsens = cal->zsens;
   calibration.gsens = cal->gsens;
   calibration.xoff = cal->xoff;
   calibration.yoff = cal->yoff;
   calibration.zoff = cal->zoff;
   calibration.goff = cal->goff;
}

// enable analog input number 1 (ain_1)
void motion_enable_ain_1(){
   unsigned char return_byte;
    return_byte = V_SRAM[16];
   swiDelay(WAIT_CYCLES);
}

// enable analog input number 2 (ain_2)
void motion_enable_ain_2(){
   unsigned char return_byte;
    return_byte = V_SRAM[18];
   swiDelay(WAIT_CYCLES);
}

// read from the analog input number 1 – requires enabling ain_1 first
int motion_read_ain_1(){
   unsigned char High_byte = V_SRAM[12]; // Command to load AIN_1 High onto bus
   swiDelay(WAIT_CYCLES); // wait for data ready
   High_byte = V_SRAM[0]; // get the high byte
   swiDelay(WAIT_CYCLES); // wait for data ready
   unsigned char Low_byte = V_SRAM[0]; // get the low byte
   swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
   signed int output = (signed int)( (High_byte<<8 | Low_byte)>>4);
   return output;
}

// read from the analog input number 2 – requires enabling ain_2 first
int motion_read_ain_2(){
   unsigned char High_byte = V_SRAM[14]; // Command to load AIN_1 High onto bus
   swiDelay(WAIT_CYCLES); // wait for data ready
   High_byte = V_SRAM[0]; // get the high byte
   swiDelay(WAIT_CYCLES); // wait for data ready
   unsigned char Low_byte = V_SRAM[0]; // get the low byte
   swiDelay(WAIT_CYCLES); // wait after for Motion Pak to be ready for next command
   signed int output = (signed int)( (High_byte<<8 | Low_byte)>>4);
   return output;
}   

ndsmotion.h :

Quote
/*———————————————————————————
   $Id: ndsmotion.h,v 1.6 2007/05/22 18:05:26 dovoto Exp $

   DS Motion Card/DS Motion Pak functionality
   
   Copyright (C) 2007
      Michael Noland (joat)
      Jason Rogers (dovoto)
      Dave Murphy (WinterMute)
      Keith Epstein (KeithE)

   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any
   damages arising from the use of this software.

   Permission is granted to anyone to use this software for any
   purpose, including commercial applications, and to alter it and
   redistribute it freely, subject to the following restrictions:

   1.   The origin of this software must not be misrepresented; you
      must not claim that you wrote the original software. If you use
      this software in a product, an acknowledgment in the product
      documentation would be appreciated but is not required.
   2.   Altered source versions must be plainly marked as such, and
      must not be misrepresented as being the original software.
   3.   This notice may not be removed or altered from any source
      distribution.

   $Log: ndsmotion.h,v $
   Revision 1.6  2007/05/22 18:05:26  dovoto
   updated to support multiple ds motion cards.  motion_enable is now motion_init…see ds_motion example

   
   Revision 1.5  2007/05/18 9:36:45  KeithE
   Added support for DS Motion Pak and MK6
   Added motion_init() to determine which type of motion sensor is present (0 if none)
   motion_init() NEEDS TO BE RUN BEFORE USING THE MOTION SENSOR FUNCTIONS
   Added input parameter to motion_read_ functions that contains the motion sensor type
   Use motion_init() to check whether a DS Motion Sensor is inserted
   
   Revision 1.4  2007/01/10 16:58:16  dovoto
   Fixed a type in motion_set_sens_z()
   
   Revision 1.3  2007/01/10 16:47:30  dovoto
   Added calibtation settings to ds motion code
   
   Revision 1.2  2007/01/09 06:23:43  dovoto
   Fixed logging header for ndsmotion.h and ndsmotion.c
   
   Revision 1.1  2007/01/09 06:11:54  dovoto
   Added DS motion card functionality to libnds!
   

———————————————————————————*/

/*! \file motion.h
\brief interface code for the ds motion card, ds motion pak, MK6

*/
#ifndef NDS_MOTION_INCLUDE
#define NDS_MOTION_INCLUDE
//———————————————————————————

typedef struct
{
   short xoff, yoff, zoff, goff;
   short xsens, ysens, zsens, gsens;
}MotionCalibration;

#ifdef __cplusplus
extern "C" {
#endif

/*! \fn int motion_init()
\brief  Initializes the DS Motion Sensor.
Run this before using any of the DS Motion Sensor functions
save the return value and pass it to the other motion_ functions
*/
int motion_init();

/*! \fn int motion_deinit()
\brief  Deinitializes the DS Motion Sensor
*/
void motion_deinit();

/*! \fn void motion_enable()
\brief  read the X acceleration
*/
signed int motion_read_x();

/*! \fn signed int motion_read_y()
\brief  read the Y acceleration
*/
signed int motion_read_y();

/*! \fn signed int motion_read_z()
\brief  read the Z acceleration
*/
signed int motion_read_z();

/*! \fn signed int motion_read_gyro()
\brief  read the Z rotational speed
*/
signed int motion_read_gyro();

/*! \fn int motion_acceleration_x()
\brief gets acceleration value to mili G (where g is 9.8 m/s*s)
*/
int motion_acceleration_x();

/*! \fn int motion_acceleration_y()
\brief gets acceleration value to mili G (where g is 9.8 m/s*s)
*/
int motion_acceleration_y();

/*! \fn int motion_acceleration_z()
\brief gets acceleration value to mili G (where g is 9.8 m/s*s)
*/
int motion_acceleration_z();

/*! \fn void motion_set_sens_x(int sens)
\brief this should be passed the raw reading at 1g for accurate
acceleration calculations.  Default is 819
*/
void motion_set_sens_x(int sens);

/*! \fn void motion_set_sens_y(int sens)
\brief this should be passed the raw reading at 1g for accurate
acceleration calculations.  Default is 819
*/
void motion_set_sens_y(int sens);

/*! \fn void motion_set_sens_z(int sens)
\brief this should be passed the raw reading at 1g for accurate
acceleration calculations.  Default is 819
*/
void motion_set_sens_z(int sens);

/*! \fn void motion_set_sens_x(int sens)
\brief this should be passed the raw reading at 1g for accurate
acceleration calculations.  Default is 825
*/
void motion_set_sens_gyro(int sens);

/*! \fn void motion_set_offs_x()
\brief this should be called when the axis is under no acceleration
default is 2048
*/
void motion_set_offs_x();

/*! \fn void motion_set_offs_y()
\brief this should be called when the axis is under no acceleration
default is 2048
*/
void motion_set_offs_y();

/*! \fn void motion_set_offs_z()
\brief this should be called when the axis is under no acceleration
default is 2048
*/
void motion_set_offs_z();

/*! \fn void motion_set_offs_gyro()
\brief this should be called when the axis is under no rotation
default is 1680
*/
void motion_set_offs_gyro();

/*! \fn int motion_rotation(int rotation)
\brief converts raw rotation value to degrees per second
*/
int motion_rotation();

/*! \fn MotionCalibration* motion_get_calibration()
\brief This returns the current calibration settings for saving
*/
MotionCalibration* motion_get_calibration();

/*! \fn MotionCalibration* motion_get_calibraion()
\brief This sets the calibration settings.  Intended
to restore saved calibration settings
*/
void motion_set_calibration(MotionCalibration* cal);

/*! \fn MotionCalibration* motion_enable_ain_1()
\brief This enables the analog input number 1.
Required before reading analog input number 1.
*/
void motion_enable_ain_1();

/*! \fn MotionCalibration* motion_enable_ain_2()
\brief This enables the analog input number 2.
Required before reading analog input number 2.
*/
void motion_enable_ain_2();

/*! \fn MotionCalibration* motion_read_ain_1()
\brief This reads the analog input number 1.
analog input number 1 needs to be enabled before reading.
*/
int motion_read_ain_1();

/*! \fn MotionCalibration* motion_read_ain_2()
\brief This reads the analog input number 2.
analog input number 2 needs to be enabled before reading.
*/
int motion_read_ain_2();

#ifdef __cplusplus
}
#endif

#endif

 
 

NEOTEAM Project Index Page

The NEOTEAM Project Index Page

Project Title Driver Download WIKI Resources FAQ / User Menu / Review
NEO FLASH 1 NEO Flash 1 NEOFLASH Cart  
MK2/3 serial MK2/3 serial MK2/MK3 serial  
NEO FLASH 2/3 serial NEO2/3 serial NEO2/3 serial NEO2/3 serial
MK4 serial MK4 serial   MK4 serial  
MK5 GIGA serial MK5 8G/16G serial MK5 GIGA Cart FAQ – MK5
MK6 serial      
PC-E Flash Cart PC-E PC-E PC-E
SNK AES Converter     SNK Converter
SEGA MD 32M Cart SEGA MD   SEGA MD
SONY PSP Converter     PSP Converter
       
       
       
       
       

 

 

Neoflash MK2/3 Menu V0.6 BETA 2 download

Neoflash MK2/3 Menu V0.6 BETA 2 download

3-21-2006:                                                             
Neoflash MK2/3 Menu V0.6 BETA 2
————————                                               
1. Improved homebrew nds loader
2. Proper detection of a valid menu nds file (should not detect most homebrew as a menu now)
3. Added support for XG 2005 flashcart
4. Much improved support for running games directly from MMC card (more games work well)

Quick User Guide: here
Known Bugs: here
Latest flashme V7 now supports booting MK2/3 menuflash direclty (no GBA cart):
http://ds.gcdev.com/dsfirmware/

download :  Neoflash MK2/3 Menu V0.6 BETA 2

the NEO MD 32M flash cart lite version V1.0 driver

 the NEO MD 32M flash cart lite version V1.0 driver download :

http://www.neoflash.com/driver/NEO_MD_Lite_V1.0.rar 

more info:

the NEO MD flash cart lite version released D

 

the NEO MD flash cart lite version released

the NEO MD flash cart lite version released,in stock now!

more info:

the NEO MD flash cart lite version released,in stock now  

 

spec:
* build in 32M flash,support up to 32M single rom
* re-programable,100,000 times erase/write
* can upload/download and verify the rom from PC
* use printing port to burn
* not need extra power supply

NOTE: this lite version just support the japanese SEGA MD serial only!

some photo:

NEO 64M PC-E cart PC driver download

NEO 64M PC-E cart PC driver download

downlaod link: NEO PC-E cart final release!

NEO PC-E cart final release!

NEO PC-E cart final release! [2006-3-5]

Finally the 3rd. project for NEO team – NEO Power PC-E flash cart is ready! in stock now,you can order from here:

www.IC2005.com

the cart final looking:

the SL4 driver looking:

 

more photo:

the SL4 USB driver download (for forum member only):


 

Datasheet: NEO-PCE HOW TO SET THE BANK

Datasheet: NEO-PCE HOW TO SET THE BANK

W,$FFF0:57
W,$FFF0:75
W,$FFF0:63
W,$FFF0:BANK DFF     
ROM A22~A15 = D7~D0

00 > ROM $00000
01 > ROM $08000
02 > ROM $10000

 sm-22

 

more info: Datasheet: NEO-PCE HOW TO SET THE BANK

OSX PCE flash cart commandline utility v0.1

OSX PCE flash cart commandline utility v0.1

more info: OSX PCE flash cart commandline utility v0.1

Ok. Here's the very first 'beta' of the OSX PCE flash cart commandline utility. Download the sources and the precompiled binary for PowerPC OSX. Please read the readme.txt for instructions.

http://www.deadcoderssociety.info/pce/dl/slimeloader_v01.zip

or

http://www.deadcoderssociety.net/pce/dl/slimeloader_v01.zip

My OSX version is 10.4.6. You need to have libusb installed — get it from e.g. source forge. This program might be a bit buggy as I haven't done any extensive testing. However, it has so far worked for me (and that's what I care about). Some things are still a bit unclear because of the lack of proper documenation. Have fun.

 

Slim-e-loader v0.1 (c) 2005-2006 Jouni 'Mr.Spiv/Scoopex' Korhonen

What is Slim-e-loader?

        Slim-e-loader is a tool for OSX/Linux/BSD/… to flash PC-Engine
        ROM images using Neoflash SlimLoader IV and Neoflash PCE cart.
        Currently 64M PCE flash cart is supported.
 
        To find out program options type:
     slimeloader -h

        Sources are provided.

Terms of use:

        No warranty of any kind. Please, don't 'borrow' the source without
        giving the credit. If you enhance the program or fix bugs, please
        send them to me as well.

        The program, even slightly hacky, has been done poratbility in mind.
        The USB part uses libusb and everything in endianess clean.

Usage:

        Below are a couple of examples how to use the Slim-e-loader.

        To flash a set of roms with menu type:
            slimeloader -m -p rom1.pce rom2.pce rom3.pce rom3.pce etc

        To flash a single rom (without menu) type:
            slimeloader -p rom1.pce

        To flash 3 roms with manu and also saving the rom image to disk:
            slimeloader -s output.pce -p -m rom1.pce rom2.pce rom3.pce

Version history:

        – v0.1 Initial version. Supports only flashing ROM images and
          uses Neoflash's multi-rom menu code.

Technical information:

        This tool is a result of minor reverse engineering. Basically
        the protocol has been taken from dumped USB traffic on Windows
        platform. Nothing special.
       
        There are known issues of checking possible headers on roms.
        Current implementation tries to strip away the 512 bytes dummy
        header that is present in some rom images. This functionality
        is applied only when multiple roms are flashed.

        The multi-rom menu is shamelessly taken from Neoflash and
        included into the Slim-e-loader.

Todo:

        o Add ROM dumping
        o Own multi-rom menu
        o Bug fixes (I'm sure there are plenty)

Mambo Jambo:
 
        Have fun. Comments, bug reports etc:
        mouho@iki.fi or meet me at EfNet.
 
        Check my lousy development pages:
             http://www.deadcoderssociety.org
 
 
        /Jouni aka Mr.Spiv
 
        ..in memorian of StoneCracker 🙂
 

Greetings:

        o Wntrmute @ EfNet – for his help with the SlimLoader III reversing
          (and his nice Makefile 😉
        o Neoflash for their multi-rom menu and making this hardware.

 
 
 
 

Some information how roms need to be stored into PCE flash cart:

        Following information is based on trial and error. Assuming we
        have different sized PC-Engine roms like 2Mbits, 3Mbits, 4Mbits,
        8Mbits and 20Mbits. At least I have experience with previously
        listed rom sizes. When a rom is stored into the flash it needs to
        have be aligned to its 'natural' alignment. The following table
        shows the alignment:
       
         o 2Mbits -> start rom at address that is divisible by 0x40000
         o 3Mbits -> start rom at address that is divisible by 0x80000
         o 4Mbits -> start rom at address that is divisible by 0x80000
         o 8Mbits -> start rom at address that is divisible by 0x100000
         o 20Mbits -> start rom at address that is divisible by 0x100000

        That's the basic rule and appears to be working. Slim-e-loader
        has a sorting algorithm build in that tries to arrange roms as
        optimally as possible into the flash cart.

Some preliminary information how bank switching on the 64M flash cart:

        After the PC-Engine reboots the bank #0 of the cart gets mapped
        to 0xe000 -> 0xffff, where also the reset vector is located (0xfffe).
        This is standard PC-Engine boot stuff. The bank switching code itself
        needs to be run off RAM. Neoflash's menu v1.03 seems to run switching
        code from 0x800 (mapped to 0x0000).

        To switch bank do the following (64M cart):

         o write 0x57 to 0xfff0
         o write 0x75 to 0xfff0
         o write 0x63 to 0xfff0
         o write BANK_HI to 0xfff0

         o write 0x57 to 0xfff0
         o write 0x75 to 0xfff0
         o write 0x85 to 0xfff0
         o write BANK_LO to 0xfff0

         o write 0x57 to 0xfff0
         o write 0x75 to 0xfff0
         o write 0x36 to 0xfff0
         o write SZ to 0xfff0
         o write SZ to 0xfff0

        Jump to 0xfffe  (reset vector).

        BANK_HI is the high byte of the 16bits bank address. BANK_LO is the low
        byte of the bank address. One bank is size of 0x0400, which represents
        1Mbits. The Neoflash's menu v1.03 always rounds all roms to 2Mbits boundary i.e.
        the address is divisible by 0x0800.

        As an example Neoflash's menu v1.03 is located in the cart at address 0x0000
        and its size is 2Mbits. Then the next rom can start at 0x0800 (BANK_HI is 0x08,
        BANK_LO is 0x00).

        The SZ is 0x86 for 2Mbits rom, 0xc4 for 3Mbits rom, 0x84 for 4Mbits rom,
        0x80 for 8Mbits rom and 0x80 for 20Mbits rom. Why the SZ is like this I don't
        know for sure yet.

        Reading from 0xfff0 tells the cart size. If the read returns 0x00 then the cart
        is 64Mbits. If the read returns 0x01 then the cart is 128Mbits. Again, I don't
        have 128M cart to verify this..

 

NEO Power PC-E Flash Cart review

 

NEO Power PC-E Flash Cart review
by: Eric DeLee

more info :  NEO Power PC-E Flash Cart review

Let me start off by saying this:

BUY! BUY! BUY!! BUY!!!!

The PC Engine Flash Cart is as good as it gets. I'll be straight and forward with you on the only real flaw that I see: it is a 64M cart. So… you have to watch what games you put on the cart. If you put Street Fighter on there… it will eat up around 20M of the cart. That leaves you only (Quick… I need a math expert) 44M of space left on the cart. (I'm not all that technical…. so I am not really sure what 64M really means as to what 64 MB is…. Someone else will fill us in on that I'm sure).

Either way… I really kind of wish it had a little bit more space.

The packaging for this item was exceptional! I was impressed. It came in the plastic container that you see on their website. Here's what you get: The PCE Flash Cart, the USB slim reader thingy, and a CD with all of the applications for this product (and others I assume).

When you get everything out of the package… insert the PCE Flash cart into the USB Reader thingy. There aren't too many ways it can fit… so just stick the thing in there and plug it into your USB port on your computer.

That is the proper way to put the PCE Flash Cart in. Also… notice the label. That is the label I have… and it is really shiny! My pictures are below.

Then… pop in the little CD that came with the package… and your computer should say something about finding new hardware. Just go to the folder that has the drivers for the USB Reader thingy. Click on the file and it will load the USB drivers onto your computer. From this point… you can click on the PCE Flash Cart folder (it uses a different name). Then click on the subfolder: PCE Software.

It will start up without any troubles…

This is what you will see:

Now here's all you need to really worry about. Top right hand corner… Where it says get machine status… click on it and make sure it says Connecting Success.

After that…. Click the OPEN FILES button. This works exactly like a "Browse Files" button when you are looking for something on your computer. Then go to where ever you store your TG roms. I don't care if they are PCE, or US Released HU Cards… they all work. Click on the ones you want. (you may need to add each one individually). Next step… when you are back to the screen above…. you'll see all of the ones you picked in the bottom portion of the program. Click on the button "WRITE". A pop up will ask what type of system you are using. Most of us here are using the TG-16 Console… or the Express handheld. So of course you'd pick TG-16 as your option. It then writes all of the games so they can play on a TG-16 (US BASED) system. You will still get the Japanese writing and everything… but that is just part of the trade off here. Then just wait it out a bit. Grab a beer or something. It shouldn't take to long…. 5 min at the max (if you are filling the entire card) and you'll be on your way.

Now… I've PERSONALLY tested this on a TG-16 Console… and a TG Express. I was a little worried at first because I first tested with my TG Express (I had never played on the home console until recently… so I was learning a few things). The picture appeared rather grainy to me. The ONLY reason I noticed this… is because I was playing Space Invadeers and Galaga '90 on my PSP the same day. On the PSP… it is very very clear. Going from a PSP screen to a Turbo Grafx Express screen… well… let's just say I noticed that technology has really advanced. So… then I tried it on the home console. And I was very pleased. The quality is great. Just trying it out through emulation on the PSP and then trying it out on the home console really just showed me a flaw in the Express' armor. I didn't think it had any flaws…. until I noticed that.

Okay… off of my little rant there. When you put the card in… you will get this upon the start:

Great stuff I tell ya. Push up and down on the directional pad…. and find witch game you want. I think this is a great menu for the PCE Card. It tells you basically how many games you have on the card… and then it tells you the size of the game. Push a button to start that game! It is that easy!

Here's a tip. Don't be silly like me. I sat there and tried a few games. Each time I tried to reset the Express with the 'Select' and 'Run' buttons…. it returns to the opening part of the game you selected from the menu. Just as though you had that HU Card in the slot reader. It doesn't recognize the other games on the cart. Don't sit there and turn the Express or TG-16 off and then turn it back on to get to the Menu screen. Push the OBVIOUS BUTTON that is labeled 'RESET'

It takes you back to the menu automatically so you can pick a different game. I actually sat there… and said… "Boy… I sure wish this thing had a reset button to take me back to the menu. That would make it really cool so that I don't have to keep turning off the machine"

Yes… I'm a dork… but if you can't laugh at yourself… you may as well just give up!

So that is it. You have about all I can give you when it comes to information. I personally think this is an amazing product. I wish it had a little more room… but beyond that it is amazing. Cosmetically… it is the best out there on the market. Aside from the reset button… this looks like a HU Card. I actually placed it in a spare HU Card holder for safe keeping. I may even make a special CD case for it… that way I can keep track of it all.

I will more than likely get rid of my PCE carts now. There is really no need to own those unless you just have to have them. In my opinion, this product makes them obsolete. So my convertor… and the carts are going to hit the road. I was thinking about getting rid of the others as well (the US HU CARDS)… but I'll hold off for right now. If they can may one of these that will hold all of the US Releases… I'd buy it in a heartbeat.

I hope a few of you take advantage of this! It is a wonderful cart!

Take care….

Eric DeLee
original link: http://www.atariage.com/forums/index.php?showtopic=84739&st=25#

 

and here is some photo about NEO PCE cart works on the different PCE console,thanks sukoshi  sm-18

Japanese GT :

Japanese LT  :

Japanese IFU30 : 

Japanese Duo-R  :

Japanese SuperGraphx :

 
   

 

I have two important to ask at you?

 I have two important to ask at you?

1. Can I describe also orginal hucards with the usb writer ?

 2. Can I play also cdgames of the Neocard?

Thank you for your assistance!

 

1. sorry no.
2. sorry no.

more info: I have two important to ask at you?

This is neo team 3rd. project — super PC-Engin Flash Cart

This is neo team 3rd. project — super PC-E flash cart

more info: This is neo team 3rd. project — super PC-Engin Flash Cart

Function:
 – support PC-E
 – support PC-E CORE
 – support multi PC-E rom,and use switch to swap the game,one cart can store 63 PC-E games maximum
 – memory size up to 128M
 – use USB Slim Loader to burn

project status: 100%

order now : www.IC2005.com

what PC-E console can be support:

ALL SNK MVS games gallery #6

 ALL SNK MVS games gallery #6

The King of Fighters '98: The Slugfest / King of Fighters '98: Dream Match Never Ends
1998
Cartridge Meg : 683
The King of Fighters '98: The Slugfest / King of Fighters '98: Dream Match Never Ends The King of Fighters '98: The Slugfest / King of Fighters '98: Dream Match Never Ends

 

The King of Fighters '99: Millennium Battle
1999
Cartridge Meg : 673
The King of Fighters '99: Millennium Battle The King of Fighters '99: Millennium Battle

 

The King of Fighters 10th Anniversary
Bootleg – 2002
The King of Fighters 10th Anniversary The King of Fighters 10th Anniversary
Notes : Bootleg/Hack of The King of Fighters 2002

 

The King of Fighters 2000
2000
Cartridge Meg : 688
The King of Fighters 2000 The King of Fighters 2000

 

The King of Fighters 2001
Eolith – 2001
Cartridge Meg : 681
The King of Fighters 2001 The King of Fighters 2001

 

The King of Fighters 2002
Eolith – 2002
Cartridge Meg : 681
The King of Fighters 2002 The King of Fighters 2002

 

The King of Fighters 2003
SNK Playmore – 2003
Cartridge Meg : 716
Hardware : Also available as a dedicated PCB.
The King of Fighters 2003 The King of Fighters 2003

 

The Last Blade / The Last Soldier / Bakumatsu Roman: Gekka no Kenshi
1997
Cartridge Meg : 474
The Last Blade / The Last Soldier / Bakumatsu Roman: Gekka no Kenshi The Last Blade / The Last Soldier / Bakumatsu Roman: Gekka no Kenshi
The Last Blade / The Last Soldier / Bakumatsu Roman: Gekka no Kenshi The Last Blade / The Last Soldier / Bakumatsu Roman: Gekka no Kenshi
Notes : The Last Soldier was the Korean name.

 

The Last Blade 2 / Bakumatsu Roman: Dai Ni Maku Gekka no Kenshi
1998
Cartridge Meg : 554
The Last Blade 2 / Bakumatsu Roman: Dai Ni Maku Gekka no Kenshi The Last Blade 2 / Bakumatsu Roman: Dai Ni Maku Gekka no Kenshi
The Last Blade 2 / Bakumatsu Roman: Dai Ni Maku Gekka no Kenshi The Last Blade 2 / Bakumatsu Roman: Dai Ni Maku Gekka no Kenshi

 

The Super Spy
1990
Cartridge Meg : 55
The Super Spy The Super Spy

 

The Ultimate 11: The SNK Football Championship / Tokuten Ou: Honoo No Libero
1996
Cartridge Meg : 226
The Ultimate 11: The SNK Football Championship / Tokuten Ou: Honoo No Libero The Ultimate 11: The SNK Football Championship / Tokuten Ou: Honoo No Libero
Notes : This was the 4th game in the Super Sidekicks series.

 

Thrash Rally
Alpha Denshi – 1991
Cartridge Meg : 46
Thrash Rally Thrash Rally

 

Top Hunter
1994
Cartridge Meg : 110
Top Hunter Top Hunter

 

Top Player's Golf
1990
Cartridge Meg : 62
Top Player's Golf Top Player's Golf

 

Twinkle Star Sprites
SNK / ADK – 1996
Cartridge Meg : 146
Twinkle Star Sprites Twinkle Star Sprites

 

V Liner
Brezzasoft – 2001
V Liner V Liner

 

Viewpoint
Sammy – 1992
Cartridge Meg : 74
Viewpoint Viewpoint

 

Voltage Fighter Gowcaizer / Chojin Gakuen Gowcaizer
Technos – 1995
Cartridge Meg : 186
Voltage Fighter Gowcaizer / Chojin Gakuen Gowcaizer Voltage Fighter Gowcaizer / Chojin Gakuen Gowcaizer
Voltage Fighter Gowcaizer / Chojin Gakuen Gowcaizer Voltage Fighter Gowcaizer / Chojin Gakuen Gowcaizer

 

Waku Waku 7
Sunsoft – 1996
Cartridge Meg : 259
Waku Waku 7 Waku Waku 7
Waku Waku 7 Waku Waku 7

 

Warlocks of the Fates / Shinryu Senki
SNK / Astec21 – 1995 (Prototype)
Warlocks of the Fates / Shinryu Senki Warlocks of the Fates / Shinryu Senki

 

Windjammers / Flying Power Disk
Data East – 1994
Cartridge Meg : 74
Windjammers / Flying Power Disk Windjammers / Flying Power Disk
Windjammers / Flying Power Disk Windjammers / Flying Power Disk

 

World Heroes
Alpha Denshi – 1992
Cartridge Meg : 82
World Heroes World Heroes

 

World Heroes 2
ADK – 1993
Cartridge Meg : 146
World Heroes 2 World Heroes 2

 

World Heroes 2 Jet
ADK – 1994
Cartridge Meg : 178
World Heroes 2 Jet World Heroes 2 Jet

 

World Heroes Perfect
ADK – 1995
Cartridge Meg : 226
World Heroes Perfect World Heroes Perfect

 

Zed Blade / Operation Ragnarok
NMK – 1994
Cartridge Meg : 110
Zed Blade / Operation Ragnarok Zed Blade / Operation Ragnarok
Zed Blade / Operation Ragnarok Zed Blade / Operation Ragnarok

 

Zintrick / Oshidashi Zentrix / Droppers
ADK – 1995 (Prototype)
Cartridge Meg : 74
Zintrick / Oshidashi Zentrix / Droppers Zintrick / Oshidashi Zentrix / Droppers
Zintrick / Oshidashi Zentrix / Droppers Zintrick / Oshidashi Zentrix / Droppers
Notes : Droppers was the pre-production title.

 

Zupapa!
SNK / Face – 2001
Cartridge Meg : 46
Zupapa! Zupapa!
Notes : Zupapa was developed by face in 1994 (the prototype version is (c)face 1994) but not released until 2001 by SNK.

 

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

ALL SNK MVS games gallery #5

 ALL SNK MVS games gallery #5

Samurai Shodown 4: Amakusa's Revenge / Samurai Spirits: Amakusa Kourin
1996
Cartridge Meg : 378
Samurai Shodown 4: Amakusa's Revenge / Samurai Spirits: Amakusa Kourin Samurai Shodown 4: Amakusa's Revenge / Samurai Spirits: Amakusa Kourin
Samurai Shodown 4: Amakusa's Revenge / Samurai Spirits: Amakusa Kourin Samurai Shodown 4: Amakusa's Revenge / Samurai Spirits: Amakusa Kourin

 

Samurai Shodown 5 / Samurai Spirits Zero
Yuki Enterprise – 2003
Cartridge Meg : 708
Samurai Shodown 5 / Samurai Spirits Zero Samurai Shodown 5 / Samurai Spirits Zero
Samurai Shodown 5 / Samurai Spirits Zero

 

Samurai Shodown 5 Special / Samurai Spirits Zero Special
Yuki Enterprise – 2004
Cartridge Meg : 708
Samurai Shodown 5 Special / Samurai Spirits Zero Special Samurai Shodown 5 Special / Samurai Spirits Zero Special
Samurai Shodown 5 Special / Samurai Spirits Zero Special Samurai Shodown 5 Special / Samurai Spirits Zero Special

 

Savage Reign / Fu'un Mokujiroku
1995
Cartridge Meg : 190
Savage Reign / Fu'un Mokujiroku Savage Reign / Fu'un Mokujiroku
Savage Reign / Fu'un Mokujiroku Savage Reign / Fu'un Mokujiroku

 

Sengoku / Sengoku Denshou
1991
Cartridge Meg : 55
Sengoku / Sengoku Denshou Sengoku / Sengoku Denshou

 

Sengoku 2 / Sengoku Denshou 2
1993
Cartridge Meg : 74
Sengoku 2 / Sengoku Denshou 2 Sengoku 2 / Sengoku Denshou 2

 

Sengoku 3 / Sengoku Legends 2001
SNK / Noise Factory – 2001
Cartridge Meg : 364
Sengoku 3 / Sengoku Legends 2001 Sengoku 3 / Sengoku Legends 2001
Sengoku 3 / Sengoku Legends 2001 Sengoku 3 / Sengoku Legends 2001

 

Shock Troopers
Saurus – 1997
Cartridge Meg : 346
Shock Troopers Shock Troopers

 

Shock Troopers 2nd Squad
Saurus – 1998
Cartridge Meg : 514
Shock Troopers 2nd Squad Shock Troopers 2nd Squad

 

Soccer Brawl
1992
Cartridge Meg : 46
Soccer Brawl Soccer Brawl

 

Spinmaster / Miracle Adventure
Data East – 1993
Cartridge Meg : 90
Spinmaster / Miracle Adventure Spinmaster / Miracle Adventure
Spinmaster / Miracle Adventure Spinmaster / Miracle Adventure

 

Stakes Winner / Stakes Winner: GI kinzen seihae no michi
Saurus – 1995
Cartridge Meg : 98
Stakes Winner / Stakes Winner: GI kinzen seihae no michi Stakes Winner / Stakes Winner: GI kinzen seihae no michi

 

Stakes Winner 2
Saurus – 1996
Cartridge Meg : 178
Stakes Winner 2 Stakes Winner 2

 

Street Hoop / Street Slam / Dunk Dream
Data East – 1994
Cartridge Meg : 94
Street Hoop / Street Slam / Dunk Dream Street Hoop / Street Slam / Dunk Dream
Street Hoop / Street Slam / Dunk Dream Street Hoop / Street Slam / Dunk Dream
Street Hoop / Street Slam / Dunk Dream Street Hoop / Street Slam / Dunk Dream

 

Strikers 1945 Plus
Psikyo – 1999
Cartridge Meg : 681
Strikers 1945 Plus Strikers 1945 Plus

 

Sun Shine / Block Paradise
Alpha Denshi – 1990 (Prototype)
Sun Shine / Block Paradise Sun Shine / Block Paradise

 

Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu
Technos – 1996
Cartridge Meg : 190
Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu
Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu

 

Super Sidekicks / Tokuten Ou
1992
Cartridge Meg : 54
Super Sidekicks / Tokuten Ou Super Sidekicks / Tokuten Ou

 

Super Sidekicks 2 – The World Championship / Tokuten Ou 2: Real Fight Football
1994
Cartridge Meg : 106
Super Sidekicks 2 - The World Championship / Tokuten Ou 2: Real Fight Football Super Sidekicks 2 - The World Championship / Tokuten Ou 2: Real Fight Football

 

Super Sidekicks 3: The Next Glory / Tokuten Ou 3: Eikoue No Michi
1995
Cartridge Meg : 158
Super Sidekicks 3: The Next Glory / Tokuten Ou 3: Eikoue No Michi Super Sidekicks 3: The Next Glory / Tokuten Ou 3: Eikoue No Michi

 

SVC Chaos: SNK vs. Capcom
Playmore / Capcom – 2003
Cartridge Meg : 708
SVC Chaos: SNK vs. Capcom SVC Chaos: SNK vs. Capcom

 

Tecmo World Soccer '96
SNK / Tecmo – 1996
Cartridge Meg : 122
Tecmo World Soccer '96 Tecmo World Soccer '96

 

The Eye of Typhoon
Viccom – 1995 (Prototype)
No images available

 

The Irritating Maze / Ultra Denryuu Iararabou
Saurus – 1997
Cartridge Meg : 106
The Irritating Maze / Ultra Denryuu Iararabou The Irritating Maze / Ultra Denryuu Iararabou
The Irritating Maze / Ultra Denryuu Iararabou The Irritating Maze / Ultra Denryuu Iararabou

 

The King of Fighters '94
1994
Cartridge Meg : 196
The King of Fighters '94 The King of Fighters '94

 

The King of Fighters '95
1995
Cartridge Meg : 250
The King of Fighters '95 The King of Fighters '95

 

The King of Fighters '96
1996
Cartridge Meg : 362
The King of Fighters '96 The King of Fighters '96

 

The King of Fighters '97
1997
Cartridge Meg : 460
The King of Fighters '97 The King of Fighters '97

 

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

ALL SNK MVS games gallery #4

 ALL SNK MVS games gallery #4

Ninja Commando
Alpha Denshi – 1992
Cartridge Meg : 54
Ninja Commando Ninja Commando

 

Ninja Master's
ADK / SNK – 1996
Cartridge Meg : 330
Ninja Master's Ninja Master's
Ninja Master's Ninja Master's

 

Over Top
ADK – 1996
Cartridge Meg : 212
Over Top Over Top

 

Panic Bomber
Eighting / Hudson – 1994
Cartridge Meg : 46
Panic Bomber Panic Bomber

 

Pleasuregoal 5on5 mini Soccer / Futsal
Saurus – 1996
Cartridge Meg : 146
Pleasuregoal 5on5 mini Soccer / Futsal Pleasuregoal 5on5 mini Soccer / Futsal
Pleasuregoal 5on5 mini Soccer / Futsal Pleasuregoal 5on5 mini Soccer / Futsal

 

Pocchitto Nyaa / Pochi and Nyaa
Aiky / Taito – 2003
Pocchitto Nyaa / Pochi and Nyaa Pocchitto Nyaa / Pochi and Nyaa

 

Pop 'N Bounce / Gapporin
Video System – 1997
Cartridge Meg : 58
Pop 'N Bounce / Gapporin Pop 'N Bounce / Gapporin
Pop 'N Bounce / Gapporin Pop 'N Bounce / Gapporin

 

Power Spikes II / Super Volley '94
Video System – 1995
Cartridge Meg : 82
Power Spikes II / Super Volley '94 Power Spikes II / Super Volley '94
Notes : Super Volley '94 was the pre-production name.

 

Prehistoric Isle 2
Yumekobo – 1999
Cartridge Meg : 478
Prehistoric Isle 2 Prehistoric Isle 2

 

Pulstar / Reaction
Aicom – 1995
Cartridge Meg : 305
Pulstar / Reaction Pulstar / Reaction
Notes : Reaction was the pre-production name.

 

Puzzle De Pon
Taito / Visco – 1995
Cartridge Meg : 30
Puzzle De Pon Puzzle De Pon

 

Puzzle De Pon R
Taito / Visco – 1996
Cartridge Meg : 32
Puzzle De Pon R Puzzle De Pon R

 

Puzzled / Joy Joy Kid
1990
Cartridge Meg : 22
Puzzled / Joy Joy Kid Puzzled / Joy Joy Kid
Puzzled / Joy Joy Kid Puzzled / Joy Joy Kid

 

Q.P.
Success – 1997 (Prototype)
Q.P. Q.P.

 

Quest of Jong Master / Mahjong Janshin Densetsu
Aicom – 1991
Cartridge Meg : 82
Quest of Jong Master / Mahjong Janshin Densetsu Quest of Jong Master / Mahjong Janshin Densetsu

 

Quiz Daisousa Sen
1991
Cartridge Meg : 34
Quiz Daisousa Sen Quiz Daisousa Sen

 

Quiz King of Fighters
SNK / Saurus – 1995
Cartridge Meg : 122
Quiz King of Fighters Quiz King of Fighters

 

Quiz Meitantei Neo & Geo : Quiz Daisousa Sen part 2
1992
Cartridge Meg : 50
Quiz Meitantei Neo & Geo : Quiz Daisousa Sen part 2 Quiz Meitantei Neo & Geo : Quiz Daisousa Sen part 2

 

Rage of the Dragons
Evoga / Playmore – 2002
Cartridge Meg : 564
Rage of the Dragons Rage of the Dragons

 

Ragnagard / Shinoken
Saurus / System Vision – 1996
Cartridge Meg : 338
Ragnagard / Shinoken Ragnagard / Shinoken
Ragnagard / Shinoken Ragnagard / Shinoken

 

Real Bout Fatal Fury / Real Bout Garou Densetsu
1995
Cartridge Meg : 346
Real Bout Fatal Fury / Real Bout Garou Densetsu Real Bout Fatal Fury / Real Bout Garou Densetsu

 

Real Bout Fatal Fury 2: The Newcomers / Real Bout Garou Densetsu 2: The Newcomers
1998
Cartridge Meg : 539
Real Bout Fatal Fury 2: The Newcomers / Real Bout Garou Densetsu 2: The Newcomers Real Bout Fatal Fury 2: The Newcomers / Real Bout Garou Densetsu 2: The Newcomers

 

Real Bout Fatal Fury Special / Real Bout Garou Densetsu Special
1996
Cartridge Meg : 394
Real Bout Fatal Fury Special / Real Bout Garou Densetsu Special Real Bout Fatal Fury Special / Real Bout Garou Densetsu Special

 

Riding Hero
1990
Cartridge Meg : 46
Riding Hero Riding Hero

 

Robo Army
1991
Cartridge Meg : 106
Robo Army Robo Army

 

Samurai Shodown / Samurai Spirits
1993
Cartridge Meg : 118
Samurai Shodown / Samurai Spirits Samurai Shodown / Samurai Spirits
Samurai Shodown / Samurai Spirits Samurai Shodown / Samurai Spirits

 

Samurai Shodown 2 / Shin Samurai Spirits: Haohmaru jigokuhen
1994
Cartridge Meg : 202
Samurai Shodown 2 / Shin Samurai Spirits: Haohmaru jigokuhen Samurai Shodown 2 / Shin Samurai Spirits: Haohmaru jigokuhen
Samurai Shodown 2 / Shin Samurai Spirits: Haohmaru jigokuhen Samurai Shodown 2 / Shin Samurai Spirits: Haohmaru jigokuhen

 

Samurai Shodown 3: Blades of Blood / Samurai Spirits: Zankurou Musouken
1995
Cartridge Meg : 282
Samurai Shodown 3: Blades of Blood / Samurai Spirits: Zankurou Musouken Samurai Shodown 3: Blades of Blood / Samurai Spirits: Zankurou Musouken
Samurai Shodown 3: Blades of Blood / Samurai Spirits: Zankurou Musouken Samurai Shodown 3: Blades of Blood / Samurai Spirits: Zankurou Musouken

 

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

ALL SNK MVS games gallery #3

 ALL SNK MVS games gallery #3

Last Resort
1992
Cartridge Meg : 45
Last Resort Last Resort

 

League Bowling
1991
Cartridge Meg : 26
League Bowling League Bowling

 

Legend of Success Joe / Ashita no Joe Densetsu
Wave – 1991
Cartridge Meg : 50
Legend of Success Joe / Ashita no Joe Densetsu Legend of Success Joe / Ashita no Joe Densetsu
Legend of Success Joe / Ashita no Joe Densetsu Legend of Success Joe / Ashita no Joe Densetsu

 

Magical Drop 2
Data East – 1996
Cartridge Meg : 82
Magical Drop 2 Magical Drop 2
Magical Drop 2 Magical Drop 2

 

Magical Drop 3
Data East – 1997
Cartridge Meg : 174
Magical Drop 3 Magical Drop 3
Magical Drop 3 Magical Drop 3

 

Magician Lord
Alpha Denshi – 1990
Cartridge Meg : 46
Magician Lord Magician Lord

 

Mahjong Bakatonosama Manyuki
Monolith – 1991
Cartridge Meg : 48
Mahjong Bakatonosama Manyuki Mahjong Bakatonosama Manyuki

 

Mahjong Kyoretsuden
1990
Cartridge Meg : 42
Mahjong Kyoretsuden Mahjong Kyoretsuden

 

Master of Syougi / Shogi no Tatsujin
SNK / ADK – 1995
Cartridge Meg : 58
Master of Syougi / Shogi no Tatsujin Master of Syougi / Shogi no Tatsujin

 

Matrimelee / Shin Gouketsuzi Ichizoku – Toukon
Noise Factory / Atlus – 2003
Cartridge Meg : 646
Matrimelee / Shin Gouketsuzi Ichizoku - Toukon Matrimelee / Shin Gouketsuzi Ichizoku - Toukon

 

Metal Slug
Nazca – 1996
Cartridge Meg : 193
Metal Slug Metal Slug

 

Metal Slug 2
1998
Cartridge Meg : 362
Metal Slug 2 Metal Slug 2

 

Metal Slug 3
2000
Cartridge Meg : 708
Metal Slug 3 Metal Slug 3

 

Metal Slug 4
Mega / Playmore – 2002
Cartridge Meg : 553
Metal Slug 4 Metal Slug 4

 

Metal Slug 5
SNK Playmore – 2003
Cartridge Meg : 708
Hardware : Also available as a dedicated PCB
Metal Slug 5 Metal Slug 5

 

Metal Slug X
1999
Cartridge Meg : 506
Metal Slug X Metal Slug X

 

Minnasano Okagesamadesu
Monolith – 1990
Cartridge Meg : 54
Minnasano Okagesamadesu Minnasano Okagesamadesu

 

Money Puzzle Exchanger / Money Idol Exchanger
Face – 1997
Cartridge Meg : 78
Money Puzzle Exchanger / Money Idol Exchanger Money Puzzle Exchanger / Money Idol Exchanger
Money Puzzle Exchanger / Money Idol Exchanger Money Puzzle Exchanger / Money Idol Exchanger

 

Mutation Nation / Dreamover
1992
Cartridge Meg : 54
Mutation Nation / Dreamover Mutation Nation / Dreamover
Notes : Dreamover was the pre-production name.

 

Mystic Wand
Alpha Denshi – 1991 (Prototype)
Mystic Wand Mystic Wand

 

NAM 1975
1990
Cartridge Meg : 46
NAM 1975 NAM 1975

 

Neo Bomber Man
Hudson – 1997
Cartridge Meg : 138
Neo Bomber Man Neo Bomber Man

 

Neo Drift Out
Visco – 1996
Cartridge Meg : 106
Neo Drift Out Neo Drift Out

 

Neo Mr. Do!
Visco – 1996
Cartridge Meg : 50
Neo Mr. Do! Neo Mr. Do!

 

Neo Turf Masters / Big Tournament Golf
Nazca – 1996
Cartridge Meg : 133
Neo Turf Masters / Big Tournament Golf Neo Turf Masters / Big Tournament Golf
Neo Turf Masters / Big Tournament Golf Neo Turf Masters / Big Tournament Golf

 

Neogeo Cup '98
1998
Cartridge Meg : 162
Neogeo Cup '98 Neogeo Cup '98

 

Nightmare in the Dark
Eleven / Gavaking – 2000
Cartridge Meg : 166
Nightmare in the Dark Nightmare in the Dark

 

Ninja Combat
Alpha Denshi – 1990
Cartridge Meg : 46
Ninja Combat Ninja Combat

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

ALL SNK MVS games gallery #2

 ALL SNK MVS games gallery #2

Dunk Star
Sammy – 1995 (Prototype)
Dunk Star Dunk Star

 

Eight Man
Pallas – 1991
Cartridge Meg : 46
Eight Man Eight Man

 

Far East of Eden: Kabuki Klash / Tengai Makyou: Shin Den
Hudson – 1995
Cartridge Meg : 202
Far East of Eden: Kabuki Klash / Tengai Makyou: Shin Den Far East of Eden: Kabuki Klash / Tengai Makyou: Shin Den
Far East of Eden: Kabuki Klash / Tengai Makyou: Shin Den Far East of Eden: Kabuki Klash / Tengai Makyou: Shin Den

 

Fatal Fury 2 / Garou Densetsu 2: Arata-Naru Tatakai
1992
Cartridge Meg : 106
Fatal Fury 2 / Garou Densetsu 2: Arata-Naru Tatakai Fatal Fury 2 / Garou Densetsu 2: Arata-Naru Tatakai
Fatal Fury 2 / Garou Densetsu 2: Arata-Naru Tatakai Fatal Fury 2 / Garou Densetsu 2: Arata-Naru Tatakai

 

Fatal Fury 3: Road to the Final Victory / Garou Densetsu 3: Haruka-Naru Tatakai
1995
Cartridge Meg : 266
Fatal Fury 3: Road to the Final Victory / Garou Densetsu 3: Haruka-Naru Tatakai Fatal Fury 3: Road to the Final Victory / Garou Densetsu 3: Haruka-Naru Tatakai
Fatal Fury 3: Road to the Final Victory / Garou Densetsu 3: Haruka-Naru Tatakai Fatal Fury 3: Road to the Final Victory / Garou Densetsu 3: Haruka-Naru Tatakai

 

Fatal Fury Special / Garou Densetsu Special
1993
Cartridge Meg : 150
Fatal Fury Special / Garou Densetsu Special Fatal Fury Special / Garou Densetsu Special
Fatal Fury Special / Garou Densetsu Special Fatal Fury Special / Garou Densetsu Special

 

Fatal Fury: King of Fighters / Garou Densetsu: Shukumei No Tatakai
1991
Cartridge Meg : 55
Fatal Fury: King of Fighters / Garou Densetsu: Shukumei No Tatakai Fatal Fury: King of Fighters / Garou Densetsu: Shukumei No Tatakai
Fatal Fury: King of Fighters / Garou Densetsu: Shukumei No Tatakai Fatal Fury: King of Fighters / Garou Densetsu: Shukumei No Tatakai

 

Fight Fever / Wang Jung Wang
Viccom – 1994
Cartridge Meg : 98
Fight Fever / Wang Jung Wang Fight Fever / Wang Jung Wang
Fight Fever / Wang Jung Wang Fight Fever / Wang Jung Wang
Notes: "Wang Jung Wang" is the Korean name, and incidently one of the best names evah.

 

Flip Shot
Visco – 1998
Cartridge Meg : 46
Flip Shot Flip Shot

 

Football Frenzy
1992
Cartridge Meg : 48
Football Frenzy Football Frenzy

 

Fun Fun Bros.
Alpha Denshi – 1991 (Prototype)
Fun Fun Bros. Fun Fun Bros.

 

Galaxy Fight
Sunsoft – 1995
Cartridge Meg : 169
Galaxy Fight Galaxy Fight

 

Ganryu / Musashi Ganryuki
Visco – 1999
Cartridge Meg : 178
Ganryu / Musashi Ganryuki Ganryu / Musashi Ganryuki
Ganryu / Musashi Ganryuki Ganryu / Musashi Ganryuki

 

Garou: Mark of the Wolves
1999
Cartridge Meg : 688
Garou: Mark of the Wolves Garou: Mark of the Wolves

 

Ghost Pilots
1991
Cartridge Meg : 55
Ghost Pilots Ghost Pilots

 

Ghostlop
Data East – 1996 (Prototype)
Ghostlop Ghostlop

 

Goal! Goal! Goal!
Visco – 1995
Cartridge Meg : 110
Goal! Goal! Goal! Goal! Goal! Goal!

 

Gururin
Face – 1994
Cartridge Meg : 40
Gururin Gururin

 

Hebereke's Pair Pair Wars
Sunsoft – 1996 (Prototype)
Hebereke's Pair Pair Wars Hebereke's Pair Pair Wars

 

Ironclad / Chotetsu Bri'kinger
1996 (Prototype)
Cartridge Meg : 178
Ironclad / Chotetsu Bri'kinger Ironclad / Chotetsu Bri'kinger
Ironclad / Chotetsu Bri'kinger Ironclad / Chotetsu Bri'kinger

 

Jockey GP
Brezzasoft – 2001
Jockey GP Jockey GP

 

Karate Ninja Sho
Yumekobo – 1995 (Prototype)
Karate Ninja Sho Karate Ninja Sho

 

Karnov's Revenge / Fighters History Dynamite
Data East – 1994
Cartridge Meg : 122
Karnov's Revenge / Fighters History Dynamite Karnov's Revenge / Fighters History Dynamite
Karnov's Revenge / Fighters History Dynamite Karnov's Revenge / Fighters History Dynamite

 

King of the Monsters
1991
Cartridge Meg : 55
King of the Monsters King of the Monsters

 

King of the Monsters 2
1992
Cartridge Meg : 74
King of the Monsters 2 King of the Monsters 2

 

Kizuna Encounter: Super Tag Battle / Fu'un Super Tag Battle
1996
Cartridge Meg : 242
Kizuna Encounter: Super Tag Battle / Fu'un Super Tag Battle Kizuna Encounter: Super Tag Battle / Fu'un Super Tag Battle
Kizuna Encounter: Super Tag Battle / Fu'un Super Tag Battle Kizuna Encounter: Super Tag Battle / Fu'un Super Tag Battle

 

Kizuna Encounter: Super Tag Battle 4 Way Battle Version / Fu'un Super Tag Battle Special Version
1996 (Prototype)
Kizuna Encounter: Super Tag Battle 4 Way Battle Version / Fu'un Super Tag Battle Special Version Kizuna Encounter: Super Tag Battle 4 Way Battle Version / Fu'un Super Tag Battle Special Version
Other Pictures : JAMMA Splitter Board for 4 Players

 

Last Odyssey
Milestone – 1995 (Prototype)
Last Odyssey Last Odyssey

 

 

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

ALL SNK MVS games gallery #1

 ALL SNK MVS games gallery #1

2020 Super Baseball
Pallas – 1991
Cartridge Meg : 46
2020 Super Baseball 2020 Super Baseball

 

3 Count Bout / Fire Suplex
1993
Cartridge Meg : 106
3 Count Bout / Fire Suplex 3 Count Bout / Fire Suplex
3 Count Bout / Fire Suplex 3 Count Bout / Fire Suplex

 

Aero Fighters 2 / Sonic Wings 2
Video System – 1994
Cartridge Meg : 102
Aero Fighters 2 / Sonic Wings 2 Aero Fighters 2 / Sonic Wings 2
Aero Fighters 2 / Sonic Wings 2 Aero Fighters 2 / Sonic Wings 2

 

Aero Fighters 3 / Sonic Wings 3
Video System – 1995
Cartridge Meg : 154
Aero Fighters 3 / Sonic Wings 3 Aero Fighters 3 / Sonic Wings 3
Aero Fighters 3 / Sonic Wings 3 Aero Fighters 3 / Sonic Wings 3

 

Aggressors of Dark Kombat / Tsukai Gan Gan Koshinkyoku
SNK / ADK – 1994
Cartridge Meg : 178
Aggressors of Dark Kombat / Tsukai Gan Gan Koshinkyoku Aggressors of Dark Kombat / Tsukai Gan Gan Koshinkyoku
Aggressors of Dark Kombat / Tsukai Gan Gan Koshinkyoku Aggressors of Dark Kombat / Tsukai Gan Gan Koshinkyoku

 

Alpha Mission II / ASO II : Last Guardian
1991
Cartridge Meg : 47
Alpha Mission II / ASO II : Last Guardian Alpha Mission II / ASO II : Last Guardian
Alpha Mission II / ASO II : Last Guardian Alpha Mission II / ASO II : Last Guardian

 

Andro Dunos
Visco – 1992
Cartridge Meg : 32
Andro Dunos Andro Dunos

 

Art of Fighting / Ryuuko no Ken
1992
Cartridge Meg : 102
Art of Fighting / Ryuuko no Ken Art of Fighting / Ryuuko no Ken
Art of Fighting / Ryuuko no Ken Art of Fighting / Ryuuko no Ken

 

Art of Fighting 2 / Ryuuko no Ken 2
1994
Cartridge Meg : 178
Art of Fighting 2 / Ryuuko no Ken 2 Art of Fighting 2 / Ryuuko no Ken 2
Art of Fighting 2 / Ryuuko no Ken 2 Art of Fighting 2 / Ryuuko no Ken 2

 

Art of Fighting 3: The Path of the Warrior / Art of Fighting: Ryuuko no Ken Gaiden
1996
Cartridge Meg : 298
Art of Fighting 3: The Path of the Warrior / Art of Fighting: Ryuuko no Ken Gaiden Art of Fighting 3: The Path of the Warrior / Art of Fighting: Ryuuko no Ken Gaiden

 

Bang Bang Busters
Visco – 1994 (Prototype)
Bang Bang Busters Bang Bang Busters

 

Bang Bead
Visco – 2000
Cartridge Meg : 170
Bang Bead Bang Bead

 

Baseball Stars 2
1992
Cartridge Meg : 68
Baseball Stars 2 Baseball Stars 2

 

Baseball Stars Professional
1990
Cartridge Meg : 50
Baseball Stars Professional Baseball Stars Professional

 

Blazing Star
Yumekobo – 1998
Cartridge Meg : 346
Blazing Star Blazing Star

 

Blue's Journey / Raguy
Alpha Denshi – 1990
Cartridge Meg : 106
Blue's Journey / Raguy Blue's Journey / Raguy
Blue's Journey / Raguy Blue's Journey / Raguy

 

Breakers / Crystal Legacy
Visco – 1996
Cartridge Meg : 210
Breakers / Crystal Legacy Breakers / Crystal Legacy
Notes : Crystal Legacy was the pre-production name.

 

Breakers Revenge
Visco – 1998
Cartridge Meg : 242
Breakers Revenge Breakers Revenge

 

Burning Fight
1991
Cartridge Meg : 54
Burning Fight Burning Fight

 

Bust A Move / Puzzle Bobble
Taito – 1994
Cartridge Meg : 32
Bust A Move / Puzzle Bobble Bust A Move / Puzzle Bobble
Bust A Move / Puzzle Bobble Bust A Move / Puzzle Bobble
Flyers : Normal Flyer

 

Bust-A-Move Again / Puzzle Bobble 2
SNK / Taito – 1999
Cartridge Meg : 46
Bust-A-Move Again / Puzzle Bobble 2 Bust-A-Move Again / Puzzle Bobble 2
Bust-A-Move Again / Puzzle Bobble 2 Bust-A-Move Again / Puzzle Bobble 2
Flyers : Normal Flyer

 

Captain Tomaday
Visco – 1999
Cartridge Meg : 106
Captain Tomaday Captain Tomaday

 

Chibi Marukochan Deluxe Quiz
Takara – 1995
Cartridge Meg : 118
Chibi Marukochan Deluxe Quiz Chibi Marukochan Deluxe Quiz

 

Crossed Swords
Alpha Denshi – 1991
Cartridge Meg : 50
Crossed Swords Crossed Swords

 

Crouching Tiger Hidden Dragon 2003
Bootleg / Phenixsoft – 2003
Crouching Tiger Hidden Dragon 2003 Crouching Tiger Hidden Dragon 2003
Notes : Bootleg/Hack of The King Of Fighters 2001

 

Cyber-Lip
1990
Cartridge Meg : 50
Cyber-Lip Cyber-Lip

 

Dance RhythMIX
ADK – 2002 (Prototype)
No images available

 

Double Dragon
Technos – 1995
Cartridge Meg : 178
Double Dragon Double Dragon

 

 

 original link: www.system16.com

discus in forum : ALL SNK MVS game gallery

the super AC adaptor for SNK AES console

 

the super AC adaptor for SNK AES console

more info: the super AC adaptor for SNK AES console

SPEC:
* 100V ~ 240V AC IN
* 12V / 3A DC out
* Support SNK AES / PC-E / NES / MegaDrive / SFC (JAP)
* Outside is anode and Inside is cathode

if your SNK AES console use this SMALL AC adaptor:

then you need the super AC adaptor to run the MVS ARCADE cart on your SNK!

and here is the polarity change cable:

 

The NEO MVS to SNK super convertor user menu

 

The  NEO MVS to SNK super convertor user menu

more info: The NEO MVS to SNK super convertor user menu

Function:
 * Change the SNK MVS Arcade Game Cart to SNK NEOGEO home console (AES).
 * Support all MVS GAME CART to AES,100% compatible!


 sm-17

===============================================

How To Use:

[1] What's come with in the retail packing?
I think you have noticed the small screwdriver? Yes it's use to adjust the screen if you see the game screen have something wrong  Huh
And the mini CD is for this menu.

[2] The convertor front view.

[3] The convertor back view.

[4] Yes this hole is what you need to use the screwdriver to adjust for the game screen.

[5] The MVS game cart socket is 100% original,easy to plug in or pull out!

[6] The high-quality PCB golden-finger.

[7] How to use the MVS cart? That's easy and simple! First you need to plug the MVS cart into the NEO SNK convertor.

[8] Just like that.

[9] That's mean : MVS cart + NEO SNK convertor = SNK AES cart!

[10] Finally put the whole kit to SNK AES console,then turn on the power,you will see what you want!  sm-24

[11] Another formula : MVS + NEO SNK convertor = you can play over 140 SNK REAL ARCADE GAMEs on your SNK AES console!  sm-18

Order now : www.ic2005.com