my thoughts exactly!
1. Composite Video
2. Left Audio
3. Right Audio
obviously, they could be in a different order for the final version. but snes only uses 5 pins for the controller. 1 is for vcc, which won't need to be included, and one is ground, which is already covered. so you only need 3 of them!
i'm not sure of the exact for nes, but i know it's similar!
It is similar, but this is the issue:
Unless the portable is always 'master' or always 'slave,' you'd need to reserve space for two controllers. This is why the LOB64 pinout has a wire for each player - you don't know in advance which player you will be.The following is not in regards to a dedicated secondary 'slave' system. It is for standalone portables.
You have 8 wires in a standard ethernet cable. You would use four of them for video, left audio, right audio, and ground (you'd power the controller with the portable itself). You have four remaining wires to transmit the signals from two controllers (player 1 and player 2), which is 2 apiece.
NES uses 3 pins for data - wouldn't work.
SNES uses 3 pins for data - wouldn't work.
Genesis uses 5 pins for data - wouldn't work.
Playstation uses 6 pins for data - wouldn't work.
Dreamcast uses 3 pins for data - wouldn't work.
Gamecube uses 1 pin for data - should work.
Xbox uses 2 pins for data - should work.
One option would be to connect the systems using a different cable - one with more pins. To determine how many pins you need, take the number listed above for the system of choice, multiply it by 2, and add 4. In the case of the NES, for example, you'd need a cable with 10 wires (3*2+4) for 2-person play.
serial cable: 9 pins (not very helpful in this case)
parallel cable: 25 pins (should be plenty)
Another option is to have two ethernet ports on the portable: one for when it is the master portable (with the game in it), and the other for when it is the slave portable. This would allow for up to 4 pins (5 if you combined the audio) for the controller to transmit signals to the master portable.