Perhaps a box that plugs into the LOB64 port, then to your computer... Let me see what I can find.
*Gasp!* (see page 6 for LOB64 pinout!)
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palmertech
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Problem with local multiplayer is that while cool, it is near useless.
Perhaps a box that plugs into the LOB64 port, then to your computer... Let me see what I can find.
Perhaps a box that plugs into the LOB64 port, then to your computer... Let me see what I can find.

Excellent
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jjhammerstein
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
What would be cool is a system that has a screen, and controls that would fit a plethora of systems. This could then be hooked up as a slave to any number of systems, acting as a second player console. You could run that over CAT5 too.
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eagle5953
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Most systems don't compile all the data onto one signal as the N64 does.jjhammerstein wrote:What would be cool is a system that has a screen, and controls that would fit a plethora of systems. This could then be hooked up as a slave to any number of systems, acting as a second player console. You could run that over CAT5 too.
Cat-5 has 8 lines. Subtract 3 for audio and video. 5 available lines.
NES uses 7, but only needs 5
Xbox uses 5, but only needs 4
However, you'd still need to use a custom line or an adaptor dongle for each system that contained the insides of the original system controller:
Polysystem - cat5 - dongle - original system
It might work for a few systems, but you couldn't do it for all of them. Further, you'd have to mod every single original system to get it to work.
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jjhammerstein
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
I'll draw something up in a second.
First, I have a question:
Are there ICs that can encode multiple signals and send them down one wire, and then decode it at the other end?
Would that be viable for controller use?
EDIT:
If so, maybe you could do something like this:

Only good for one more player, but that's okay for most systems.
Plus, I don't want to shell out enough to make THREE polysystems.
First, I have a question:
Are there ICs that can encode multiple signals and send them down one wire, and then decode it at the other end?
Would that be viable for controller use?
EDIT:
If so, maybe you could do something like this:

Only good for one more player, but that's okay for most systems.
Plus, I don't want to shell out enough to make THREE polysystems.
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Let's stick with the LOB64 interface. The more complicated it is the less people will implement it.
Re: *Gasp!* (see page 2 for LOB64 pinout!)
Okay! I've got this whole protocol figured out. Thanks to Life of Brian for the idea, Rekarp for his ideas and being the one who will probably design the junction box, (AKA Klobio-Box) and thanks the rest of you for your support and feedback.
Here is the official pinout:
1. Composite Video
2. Left Audio
3. Right Audio
4. Ground
5. Player One Data
6. Player Two Data
7. Player Three Data
8. Player Four Data
Ethernet port pinout:

You can find these ports in old computers, broken routers, ethernet switchboxes, or you can probably buy one online.
Here is the unofficially official LOB64 interface schematic. This requires that there is a switch to turn the N64 on and off. A good idea suggested by Life of Brian was to have a switch in the cartridge slot, so when there is a cart in it is the master, no cart and it is a slave.
Here is how it's wired inside your portable, with a switch for the N64:

There is a slightly higher rez version here. (PNG)
I will be installing this in my portable within the next week or two so I'll post pictures when that's done.
EDIT: The type of diode isn't critical, as long as it can keep the 3.3v away from the N64. Just though I'd throw that out there, since many of you will be wondering what type of diode to get. Any will do, really. If you don't know what to get, find a black one with a gray stripe. If it's a zener diode, make sure it's above 4v.
EDIT2: If you can, try to find a diode with a low voltage drop. Just about any diode will do, because N64 controllers aren't that picky about voltage; I think they can run from as low as 2.67v. I've found that zener diodes usually have a very low voltage drop of about .4v.
Here is the official pinout:
1. Composite Video
2. Left Audio
3. Right Audio
4. Ground
5. Player One Data
6. Player Two Data
7. Player Three Data
8. Player Four Data
Ethernet port pinout:

You can find these ports in old computers, broken routers, ethernet switchboxes, or you can probably buy one online.
Here is the unofficially official LOB64 interface schematic. This requires that there is a switch to turn the N64 on and off. A good idea suggested by Life of Brian was to have a switch in the cartridge slot, so when there is a cart in it is the master, no cart and it is a slave.
Here is how it's wired inside your portable, with a switch for the N64:

There is a slightly higher rez version here. (PNG)
I will be installing this in my portable within the next week or two so I'll post pictures when that's done.
EDIT: The type of diode isn't critical, as long as it can keep the 3.3v away from the N64. Just though I'd throw that out there, since many of you will be wondering what type of diode to get. Any will do, really. If you don't know what to get, find a black one with a gray stripe. If it's a zener diode, make sure it's above 4v.
EDIT2: If you can, try to find a diode with a low voltage drop. Just about any diode will do, because N64 controllers aren't that picky about voltage; I think they can run from as low as 2.67v. I've found that zener diodes usually have a very low voltage drop of about .4v.
Last edited by Mario on Fri Feb 20, 2009 7:24 pm, edited 1 time in total.

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eagle5953
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Truly, though, the important aspect of the protocol is the ethernet port. As long as that is wired correctly, is it really critical that they all go into "slave mode" in the same manner (using a switch wired to the cartridge slot)?
I admit, however, that using the cartridge switch makes the most sense.
Good teamwork on pounding the spec out.
I admit, however, that using the cartridge switch makes the most sense.
Good teamwork on pounding the spec out.
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Rekarp
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Just aslong as your portable can go into a "Slave" mode then it should be fine.
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Life of Brian
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
I was the one who suggested the cart slot switch, Mario; however, I didn't even think about the 3.3v going back to the N64 from the controller. The diode solution is simple and elegant - I love it!
Alright - someone MS Paint and color-code that sucker and we have a final design!
Unless a crossover cable is used for direct portable-to-portable 2-player action, we'll still need to put a switch between the onboard controller and the player 1 and 2 positions for the LOB64 port while using standard Cat5 cable. Then again, we could have it so that when in slave mode the controller data automatically goes to player 2 position, and for direct portable-to-portable linking the problem is solved and would still be compatible with the Klobio Box idea for multiple portable linking.
Alright - someone MS Paint and color-code that sucker and we have a final design!
Unless a crossover cable is used for direct portable-to-portable 2-player action, we'll still need to put a switch between the onboard controller and the player 1 and 2 positions for the LOB64 port while using standard Cat5 cable. Then again, we could have it so that when in slave mode the controller data automatically goes to player 2 position, and for direct portable-to-portable linking the problem is solved and would still be compatible with the Klobio Box idea for multiple portable linking.
dragonhead wrote:sweet. ive spent a third of my life on benheck!

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eagle5953
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
So, what, now we don't need to have a cart slot switch? And it will still work? What manner of sorcery is this?Life of Brian wrote:I was the one who suggested the cart slot switch, Mario; however, I didn't even think about the 3.3v going back to the N64 from the controller. The diode solution is simple and elegant - I love it!
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Life of Brian
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
No, the cart switch (or any switch) is still needed to turn off the N64 but keep the screen on. The diode-controller setup allows for the controller to be powered by the portable's battery without the N64 being powered.
dragonhead wrote:sweet. ive spent a third of my life on benheck!

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eagle5953
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Re: *Gasp!* (see page 2 for LOB64 pinout!)
Ooooooooh. Spiffy.
Stand
eye
Stand
eye
Re: *Gasp!* (see page 2 for LOB64 pinout!)
A crossover cable is a much better solution than putting unnecessary switches in a portable. The less stuff on the outside of portables, the better.Life of Brian wrote:I was the one who suggested the cart slot switch, Mario; however, I didn't even think about the 3.3v going back to the N64 from the controller. The diode solution is simple and elegant - I love it!
Alright - someone MS Paint and color-code that sucker and we have a final design!
Unless a crossover cable is used for direct portable-to-portable 2-player action, we'll still need to put a switch between the onboard controller and the player 1 and 2 positions for the LOB64 port while using standard Cat5 cable. Then again, we could have it so that when in slave mode the controller data automatically goes to player 2 position, and for direct portable-to-portable linking the problem is solved and would still be compatible with the Klobio Box idea for multiple portable linking.
EDIT: Sorry about the credits, Brian. I changed it in my post. I'm also installing this in my portable tonight, so I'll post that when it's done. It might be tomorrow, though.

Re: *Gasp!* (see page 2 for LOB64 pinout!)

Now it's colour coded. I used green for ground. The controllers are blue because that's what was left.
Here's an important question- does a crossover cable cross over the right wires? And in any case you need a switch for power anyway.
Let's define a standard:
LOB64 Compliant Device Draft 1:
1. Must use pinout provided.
2. Must have provisions for shutting down N64 system and transmitting data output.
3. Must be able to accept data input through LOB64 port.
4. Must be able to send audio and video through LOB64 interface with reasonable efficiency.
Any others?
The LOB64 port can connect to a docking station and adaptor as well for home use.
Re: *Gasp!* (see page 2 for LOB64 pinout!)
Here you go:

And I think the requirements are too formal. Just make it that each portable using the LOB64 interface must have the above connections inside the portable and connected to an ethernet jack, and that there must be a switch to turn the 3.3v power from the N64 to the controller.

And I think the requirements are too formal. Just make it that each portable using the LOB64 interface must have the above connections inside the portable and connected to an ethernet jack, and that there must be a switch to turn the 3.3v power from the N64 to the controller.

