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Overclocking the Super Nintendo

Posted by CmdrTaco on Sun Apr 30, 2006 11:55 AM
from the because-you-can dept.
Robert Ivy writes "The Super Nintendo is a tricky piece of hardware, but I have finally managed to overclock it up to 5.1 MHz. At this speed, the sprites scatter across the screen; this is likely a sync issue since the CPU is running so far out of spec. I plan on trying lower speeds soon and I will update the guide on UCM." Thank god we got that out of the way!
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  • But does it run Linux!?! (Score:2, Funny)

    by Anonymous Coward
    SNES Beowulf clusters FTW!
  • An A for the effort (Score:5, Insightful)

    by Opportunist (166417) on Sunday April 30 2006, @11:59AM (#15232189)
    Don't get me wrong, great job OCing your console, but ... what purpose does it serve? If it's done to prove that it's possible, then more power to you.

    But if the plan was to get "more" out of your console, I guess it wasn't too bright. Console proggers always relied on the fact that consoles, unlike PCs, were set in stone. You had THAT CPU, THAT GPU, THAT memory and that's something you can rely on. I.e., they didn't do what PC game creators have to do today: Take into account different hardware specs and take care of timing.

    More often than not, they used the CPU clock as the timing device (everyone who ever played Wing Commander on a 486 knows the effect you get when you do that on a platform that can very well change the hardware). So if you tweak the CPU, you get a game that runs "too fast".

    But little else.
    • End (Score:4, Insightful)

      by electrosoccertux (874415) on Sunday April 30 2006, @12:26PM (#15232308)
      Overclocking old embedded devices is like power: it is not a means, it is and end.
      [ Parent ]
    • Re:An A for the effort (Score:5, Informative)

      by Megane (129182) on Sunday April 30 2006, @12:26PM (#15232309)
      The usefulness comes in with games which use the vertical sync as a timebase. If they take too many computations per frame, they will miss the vertical sync, and only sync to every other vertical frame. This causes a slowdown to half speed. Overclocking the CPU allows it to do more work per frame, avoiding slowdowns. There are released games which exhibit this problem, and not all of them are action games. In Harvest Moon, if you have more than ten cows in the barn, slowdowns will happen.

      This is known to be useful on the Dreamcast, where it improves emulator performance.

      [ Parent ]
      • In Harvest Moon, if you have more than ten cows in the barn, slowdowns will happen.

        Hey, when you've got ten cows in the barn, the day's over and it's time to slow down.
    • Re:An A for the effort (Score:5, Informative)

      by despisethesun (880261) on Sunday April 30 2006, @12:29PM (#15232316)
      Actually, you can overclock the NES and the Genesis both without really suffering any ill effects, but their hardware was quite a bit more simple than the SNES. You can find the Genesis guide here [epicgaming.us], and the NES one here [epicgaming.us].
      [ Parent ]
  • Emulation (Score:5, Interesting)

    by mmkkbb (816035) on Sunday April 30 2006, @12:09PM (#15232241) Homepage Journal
    Do they randomly overclock chips on the board? I know there are cycle-accurate Genesis emulators. If there are such for the SNES, wouldn't it make sense to hack the emulator first to see what effect overclocking particular components will have?
    • Re:Emulation (Score:5, Insightful)

      by Jagasian (129329) on Sunday April 30 2006, @02:47PM (#15232856)
      Cycle-accurate Genesis emulation? I've never seen it. Care to elaborate? There is only one cycle-accurate SNES emulator, bsnes [wikipedia.org], and it is fairly new and extremely resource intensive. For some reason, internet saavy people put give far more credit to the accuracy of console emulation than is justified by the actual accuracy of console emulation. Few emulators are as accurate as many would like to believe. For example, most console emulators would be completely unable to win a "Turing-test" like comparison between real hardware and the emulator.

      From the looks of this mod, it appears as if it would be far easier to see what would happen by modifying the hardware, as opposed to modifying a supposedly cycle-accurate emulator, as the emulator might not be setup for such modification, and it might contain bugs that would lead the experiment to the wrong conclusion.

      On a related note, Nestopia [sourceforge.net] is a NES emulator that takes accuracy seriously. It goes beyond being just cycle-accurate, as it goes as far as to emulate the analog video signal generated by the NES's digital-to-analog converter, which turns the NES's frame buffer into a human visible video signal. Hence a side-by-side comparison of a real NES hooked up to the PC via a TV-tuner or video capture card, and the emulator running on the same PC... even a hardcore NES fan will have difficulty telling the difference. Check out a screen capture comparison [xbox-scene.com] of a real NES, Nestopia, and FCE Ultra.

      Test it out for yourself. Follow that last link and try to determine which screenshot is a real NES and which screenshot is Nestopia. Meanwhile, the screenshot of FCE Ultra sticks out like a sore thumb, even though it is comparable to what many consider to be highly accurate console emulation.
      [ Parent ]
      • Re:Emulation (Score:4, Informative)

        by Mitchell Mebane (594797) on Sunday April 30 2006, @03:59PM (#15233193) Homepage Journal
        Nestopia (as well as BSNES and ZSNES and, I believe, other emulators) use Blargg's NTSC filter [slack.net] to produce the TV-like output. Truly an amazing piece of work.

        As far as accuracy goes, the C64 emulator Hoxs64 [btinternet.com] is pretty damn accurate, going so far as to emulate analog stuff in the disk drive. Wow.
        [ Parent ]
  • All right! (Score:3, Funny)

    by Megane (129182) on Sunday April 30 2006, @12:14PM (#15232265)
    Now I can have the full twelve cows in Harvest Moon without the slowdowns!
  • Whaddaya mean "what purpose"? (Score:5, Insightful)

    by user24 (854467) on Sunday April 30 2006, @12:14PM (#15232266) Homepage
    I'm sickened by the amount of people on here saying "... but why?".

    Why?? WHY?? Because he's a GEEK, Dammit! Just because it doesn't have a buzzword associated with it, or because it's not to do with google, or didn't come out in the last 15 minutes, doesn't mean it's not cool.

    *wanders off mumbling about these younguns..*
    • A True Geek would've waited till he had a fully functional overclocked SNES.

      And would've benched his improved SNES against a regular one, too.

    • Re:Whaddaya mean "what purpose"? (Score:5, Insightful)

      by elgatozorbas (783538) on Sunday April 30 2006, @03:19PM (#15233005)
      I'm sickened by the amount of people on here saying "... but why? Why?? WHY?? Because he's a GEEK, Dammit!".

      Not agreed. I don't know why so many replies have been modded toll. 'Why' is a completely justified question because the hack is trivial (you only have to know the pinout of the processor), not particularly elegant and doesn't serve an obvious goal. It is an insult to real hacks, be them in software (e.g. trying to run Linux on everything) or hardware (e.g. making a super high-res camera of a flatbed scanner) that anything anyone does is automatically wonderful.

      *wanders off mumbling about these younguns..*

      Can't believe an old-schooler would be impressed with this.

      Ps: don't want to bash this mod, but take it for what it is, a simple mod.

      [ Parent ]
  • Secret of Mana (Score:5, Interesting)

    by siegesama (450116) on Sunday April 30 2006, @12:15PM (#15232268) Homepage

    This may actually be useful! There are a number of games, among them that holy-of-holies, The Secret of Mana, that during very busy scenes with all three characters and a number of enemies, will experience slow-down and flickered sprites as an error. Does a sped-up CPU do anything at all to remedy this?

    Once he's got it so it's only sped (and not fucked) up, I'd love to find out if that would help prevent those slow-downs

    I'll bet nobody was expecting an actual response to this story, heh

    • Re:Secret of Mana (Score:3, Informative)

      just run it in an emulator. I've played through countless roms (including secret of mana) at 2, 3 or even 4x normal game speed. Many games aren't much more difficult that way, and you spend far less time waiting for useless cutscenes and wandering around.
  • Headline should read... (Score:4, Insightful)

    by e4g4 (533831) on Sunday April 30 2006, @12:17PM (#15232275)
    The headline should read: "taking a soldering iron to an snes renders it completely unplayable" ... I don't mean to bash too hard, but seriously, clock speed is something you can take as a constant for console video game development. Now, if he could get it to boot linux, and wire an ethernet cable through one of the controller ports, and play two player SNES games over the internet (in emulation), that would be cool.
  • Get that mechanical marvel up to blazing 9 MPH by modding your valves!

    Next up: Adding neon to your Whitney Cotton Gin.

  • Amusing but impractical (Score:4, Insightful)

    by Craig Ringer (302899) on Sunday April 30 2006, @01:05PM (#15232451) Homepage Journal
    Consoles encourage the old school method of timer programming:

    for (int i = 0; i < SOME_BIG_NUMBER; i++) { int fakeval = 0; }

    In fact, I don't know how many consoles, especially old consoles, would even have a system timer, let alone one (a) sufficiently high resolution and (b) with low enough access costs to make it practical to use for game timings.

    Anybody remember the "turbo" button - ie the "underclock my PC when this is off" button? That was necessary for older games written for the 80386 that assumed a small range of clock frequencies and did delays that way. You'll run into the same issue with this console - it's going to be like turning "turbo" on for an old game. Well, probably.
    • Re:Amusing but impractical (Score:4, Interesting)

      by Dwedit (232252) on Sunday April 30 2006, @01:29PM (#15232519) Homepage
      All the consoles know when the signal for the TV has reached VBLANK, so they use that to synchronize. Only badly made games would use decrement loops to count time, when you have a steady 60Hz timer already. This caused problems when games were brought to Europe, with their 50Hz TVs.
      [ Parent ]
  • Experienced hacker? (Score:3, Interesting)

    by elgatozorbas (783538) on Sunday April 30 2006, @01:23PM (#15232502)
    Nice to see anyone is busy with hardware for a change but what have we come to if this hack is frontpage news on /.??? The guy just changed the clock to whatever random one he had lying around. I derive this from two facts:

    - apparently the system does not run very stable
    - he is rather desperate to get an oscillator in between 35 and 25 MHz. You can just _buy_ these things in most electronics part shops and I can think of at least four people including myself who have a high chance of having one in their garbage collection.

    On top of this it would surprise me if he was a very experienced electronics hacker as those would never punt ground high and power low in circuit (of course I don't know him).

    Kudos to the guy, but get real people: he changed an oscillator. That's it.

  • Why is this so silly? (Score:4, Insightful)

    by dnamaners (770001) on Sunday April 30 2006, @01:56PM (#15232620) Journal
    I see quite a few negative comments here about this and I really wonder why. When I was a student and a budding EE I used to tear apart all sorts of things and "tweak" them. I was always proud when I could get a meaningful result, an "improvement" or at lease a change that suited me (or hinted that with abit of work it could). I used to enjoy making contrived serial data transmitter adapters out of old cordless phones or other even more completely nutty things. Was I cool, probably not. Such silly junk experiments may seem simple and contrived to a real EE, but at the time I learned quite a bit from them, as much by failure as by success. As silly as it may sound in the end I really learned to properly rework and make my own simple boards. Such useful skills don't come easily to some, as many of you may know, it takes practice. Doing such projects just for fun, was if little else practice. Ultimately this curiosity taught more meaningful skills.

    When I did a project well I wanted to tell others and show them, because at my level of skill it was cutting edge cool, for me. To all those that ask "why do his to a SNES?," I say this. There is no crime here, this may be one of the few simple projects that could have mass appeal to a certain subset of the slashdot crowd. Heck, thinking back, I wish I had tried doing something this cool as an undergrad. Keep up the good work.
        • by proverbialcow (177020) on Sunday April 30 2006, @02:13PM (#15232696) Journal
          It was a reasonable piece of kit for the time, but the fact remains it was a 'sweet peice of gaming machine' because of the games that were on it.

          Wrong, and dead-on. The SNES was woefully underpowered next to the Genesis, TurboGrafx, Jaguar, etc. That Nintendo made intelligent design decisions to make games playable on the SNES, and leveraged their success with the 8-bit NES to lure in players and developers to begin with, made it a sweet gaming platform.

          What Nintendo has always understood (Virtual Boy aside for a moment) is that the gameplay is really the most important element. That's why experiments like the DS worked. That's why the GameCube was routinely profitable, even though it was an also-ran in the marketplace.
          [ Parent ]
    • What? (Score:3, Informative)

      3.58 Mhz isn't the "NTSC frequency."

      Anyway you can't update the sprite data on the SNES during h-blank reliably because the PPU pre-fetches sprite data. Also the sprite memory address selector is invalidated outside V-Blank so you can't write to the sprite