Expansion pack soldering

Includes but not limited to: SNES, Genesis, Sega CD, PlayStation 1, Nintendo 64, Dreamcast, Game Gear and I guess the Virtual Boy.

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Hrduncan
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Re: Expansion pack soldering

Post by Hrduncan » Sat Oct 23, 2010 10:01 am

the pins are too stiff and when heated can get dislodged from the board and im guessing its easier to work with wires.
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Re: Expansion pack soldering

Post by Haunted360 » Sat Oct 23, 2010 5:53 pm

Yea, that is true...

So wait a sec.

The 2 RAM chips on the N64 (stock) are basically 2 expansion packs.

When you add another through the extension with wires or by using the original slot, you are adding 3 to the console?

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Re: Expansion pack soldering

Post by Bush » Sat Oct 23, 2010 8:44 pm

No, the two chips on the board are 2mb each, the one chip in an expansion pack is 4mb

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Re: Expansion pack soldering

Post by Hrduncan » Sat Oct 23, 2010 8:55 pm

thats why you can buy two expansion paks remove the 2 mb chips replace them with 4 mb and then use the jumper pak.
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Re: Expansion pack soldering

Post by eagle5953 » Sat Oct 23, 2010 9:07 pm

And yes, you could technically replace the 2 2MB chips with 4MB chips and use an expansion pak, but it wouldn't do anything different. No games are coded to address that much RAM.

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Re: Expansion pack soldering

Post by Haunted360 » Sat Oct 23, 2010 9:57 pm

Yea, that is exactly what I was thinking.

However, lets say that I de-solder and remove the 2 onboard RAM chips (2 x 2mb) and replace them both with expansion pack RAM chips (2 x 4mb). Will the game detect that an expansion pack has been plugged in?

Because if it is NOT soldered to the actual expansion pack slot, then how will the system know? (Unless it is 'scanning' for a RAM size equal to or greater than 8mb)

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Re: Expansion pack soldering

Post by Snipeye » Sat Oct 23, 2010 10:13 pm

From what I understand, which unfortunately is rather little in the area of an N64, if you swap out the chips on the N64 itself, you can use the jumper pack and the n64 will work as if it had an expansion pack and normal ram in.

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Re: Expansion pack soldering

Post by bassmasta » Sat Oct 23, 2010 10:24 pm

Haunted360 wrote:However, lets say that I de-solder and remove the 2 onboard RAM chips (2 x 2mb) and replace them both with expansion pack RAM chips (2 x 4mb). Will the game detect that an expansion pack has been plugged in?
Yes, with the jumper pack.
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Re: Expansion pack soldering

Post by Haunted360 » Sat Oct 23, 2010 11:01 pm

OK. So then the game will not start. IE: Such as Donkey Kong 64 will not start, even though you have added an expansion pack but not through the original port.

Correct?
Last edited by Haunted360 on Sat Oct 23, 2010 11:17 pm, edited 1 time in total.

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Re: Expansion pack soldering

Post by eagle5953 » Sat Oct 23, 2010 11:09 pm

It just checks to see how much RAM is there. It doesn't care where it's plugged in.

If you used 4 1MB RAM chips (two on board, two in expansion pak), it would be foolish, but it would run just as well as if you had an unmodified N64 with jumper pak.

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Re: Expansion pack soldering

Post by Haunted360 » Sat Oct 23, 2010 11:20 pm

OK so with that setup you just said, Donkey Kong 64 would not run. Right?

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Re: Expansion pack soldering

Post by eagle5953 » Sat Oct 23, 2010 11:28 pm

Right, because it would detect 4MB of RAM.

Now, if you replaced the 2 2MB chips on the board with 2 4MB chips and used a jumper pak, it would run because it'd detect 8MB of RAM.

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Re: Expansion pack soldering

Post by Haunted360 » Sat Oct 23, 2010 11:37 pm

OK. Now I am with you...

So one last question, what does the Jumper Pack do?

Nothing really. Right?

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Re: Expansion pack soldering

Post by bassmasta » Sun Oct 24, 2010 12:15 am

It contains terminating resistors for the RAM.

Little more info about how it works here.
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Re: Expansion pack soldering

Post by Haunted360 » Sun Oct 24, 2010 12:22 am

Ah, I was wondering what they where for :wink:

Thank you very much Eagle and Bassmasta! N64 LEGENDS :mrgreen:

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