SNES multitap schematic

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

Moderator:Moderators

Post Reply
qwertymodo
Posts:122
Joined:Sat Apr 07, 2012 10:54 am
360 GamerTag:qwertymodo
Steam ID:qwertymodo
SNES multitap schematic

Post by qwertymodo » Sat Apr 21, 2012 1:25 pm

Does anybody have a schematic for the SNES multitap? I've looked online, and all I could come up with was the schematic for the Naki TribalTap here http://www.neviksti.com/wiki/TribalTap#IC_Chip but that same page indicates that it does not follow the official spec and would not be detected properly any time a certain button on on of the gamepads was held down. Also, it apparently does not work as advertised, with the alleged 6th player not actually functioning. Does anybody have any similar schematics for the official multitaps?

qwertymodo
Posts:122
Joined:Sat Apr 07, 2012 10:54 am
360 GamerTag:qwertymodo
Steam ID:qwertymodo

Re: SNES multitap schematic

Post by qwertymodo » Thu Apr 26, 2012 4:55 pm

I think I've hit pay dirt. Not only did I find the schematic in the OEM SNES developer's manual found here: http://www.romhacking.net/documents/226/ (book 2, page 387), but the chip appears to still be in active production by TI: http://www.ti.com/product/cd74hc4053.

Here's the full schematic:
Spoiler:
Image

User avatar
Life of Brian
Moderator
Posts:2867
Joined:Wed Aug 03, 2005 5:55 pm
Location:Oklahoma
Contact:

Re: SNES multitap schematic

Post by Life of Brian » Mon Apr 30, 2012 12:24 pm

Sweet! Any specific plans for this, or are you just investigating and will form a project around it?
dragonhead wrote:sweet. ive spent a third of my life on benheck!
Image

qwertymodo
Posts:122
Joined:Sat Apr 07, 2012 10:54 am
360 GamerTag:qwertymodo
Steam ID:qwertymodo

Re: SNES multitap schematic

Post by qwertymodo » Tue May 01, 2012 9:38 am

For the moment, just investigating. I had this crazy idea to build a pair of them and combine it with my Micro NES board project (which I'm working on an SNES version of) and basically have 8 controllers all built into a single monolithic board... it'd be interesting to see what you could do with 96 buttons. I was thinking something along the lines of LSDJ for SNES... with a full 88-key keyboard. Then again, I haven't done any SNES coding before, but it'd be fun to try. One problem at this point is that it's basically impossible to get ahold of SNES controller cables with all 7 connectors...

Post Reply