how many AMPS does the n64 require

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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superthorn96
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how many AMPS does the n64 require

Post by superthorn96 »

what kind of mAh does the n64 require
nachoz12341
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Re: how many AMPS does the n64 require

Post by nachoz12341 »

are you using a jumper pak or expansion pak
4700mah gives you about 2 -2 1/2 hours of playtime
and lastly sorry if this sounds mean but if you have any more questions please put them all on the same post to not clutter the forums up
thewise1
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Re: how many AMPS does the n64 require

Post by thewise1 »

nachoz12341 wrote:are you using a jumper pak or expansion pak
4700mah gives you about 2 -2 1/2 hours of playtime
and lastly sorry if this sounds mean but if you have any more questions please put them all on the same post to not clutter the forums up
If you use a pth regulator and expansion pak you get 4 hours. 8)
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hailrazer
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Re: how many AMPS does the n64 require

Post by hailrazer »

thewise1 wrote:
nachoz12341 wrote:are you using a jumper pak or expansion pak
4700mah gives you about 2 -2 1/2 hours of playtime
and lastly sorry if this sounds mean but if you have any more questions please put them all on the same post to not clutter the forums up
If you use a pth regulator and expansion pak you get 4 hours. 8)
Yes if you just use an N64 , but not with a screen and audio amp. :P
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thewise1
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Re: how many AMPS does the n64 require

Post by thewise1 »

hailrazer wrote:
thewise1 wrote:
nachoz12341 wrote:are you using a jumper pak or expansion pak
4700mah gives you about 2 -2 1/2 hours of playtime
and lastly sorry if this sounds mean but if you have any more questions please put them all on the same post to not clutter the forums up
If you use a pth regulator and expansion pak you get 4 hours. 8)
Yes if you just use an N64 , but not with a screen and audio amp. :P
Actually that's with the amp at max and the screen. (3.5" screen of course)
From my 64boy testing. :wink: Yup, 4 hours.
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hailrazer
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Re: how many AMPS does the n64 require

Post by hailrazer »

thewise1 wrote: Actually that's with the amp at max and the screen. (3.5" screen of course)
From my 64boy testing. :wink: Yup, 4 hours.

Yea I saw that. Weird because I have tested my 4 N64 portables after connecting them and ALL of them pulled 1200mA at 7.4v with Ti chip and expansion pack.

And the 3.5" screens pull around 130mA at 7.4v.

Wonder if you're revision N64 is different and more efficient ????
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thewise1
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Re: how many AMPS does the n64 require

Post by thewise1 »

Yeah I tested the screen and that's and it draws around 100mA. Iirc my ti regulator is outputting ~3.2volts so it's not undervolted. Weird, although daftmike got the same results when he played with the expansion pak on majoras mask. He says he got 900mA and ~700mA when he replaced the 2 2MB chips with 2 4MB chips and use a jumper pak. That's just odd, mine's only a revision 4 with the less efficient 2MB chips.
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hailrazer
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Re: how many AMPS does the n64 require

Post by hailrazer »

Well I have 2 more N64's in the works so I will test them in a week or so and see what they do. Maybe we can get a mAh average going for different revisions.
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frontispiece
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Re: how many AMPS does the n64 require

Post by frontispiece »

On a similar note, does anyone know how many amps you can draw from the N64's controller power line (3V)? I'm wondering if I could use a DC-DC stepup and get ~10V from the 3V line to power a RF transmitter, and also power an ATMega microcontroller, all from the 3V line.
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Re: how many AMPS does the n64 require

Post by marshallh »

The controllers share the 3.3v rail with the rest of the n64. I can't recall if there are inline fuses on the 3.3v controller supplies. In any case you should be fine with 500mA
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Re: how many AMPS does the n64 require

Post by frontispiece »

marshallh wrote:The controllers share the 3.3v rail with the rest of the n64. I can't recall if there are inline fuses on the 3.3v controller supplies. In any case you should be fine with 500mA
Thanks, that's perfect! Hmm, now just to figure out how I can possibly send signals that are coming in at 4us/bit from the N64 through an RF module that can't send/receive at anywhere near that speed... (ideas anyone? trying to make an N64 controller sans wires)
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Re: how many AMPS does the n64 require

Post by marshallh »

frontispiece wrote:
marshallh wrote:The controllers share the 3.3v rail with the rest of the n64. I can't recall if there are inline fuses on the 3.3v controller supplies. In any case you should be fine with 500mA
Thanks, that's perfect! Hmm, now just to figure out how I can possibly send signals that are coming in at 4us/bit from the N64 through an RF module that can't send/receive at anywhere near that speed... (ideas anyone? trying to make an N64 controller sans wires)
What I'd do is to use a PIC/AVR that has the entire n64 protocol on it wired to the controller port, then just have it constantly receiving data from the wireless controller (which is transmitting all the time). This makes more sense than trying to handle the bidir. one-wire communications
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Re: how many AMPS does the n64 require

Post by frontispiece »

marshallh wrote:What I'd do is to use a PIC/AVR that has the entire n64 protocol on it wired to the controller port, then just have it constantly receiving data from the wireless controller (which is transmitting all the time). This makes more sense than trying to handle the bidir. one-wire communications
Yeah, that's what I was thinking it might come down to, but my hangup is twofold:

1) The wired AVR would have to be able to handle absolutely anything the N64 threw at it and respond accordingly, and though there is a lot online on the topic in a bunch of different places, I'm just not sure I can find all the necessary info online to create an AVR that would be able to do that (ie the "entire N64 protocol" you mentioned).

2) This setup wouldn't allow me to write to mempacks (unless the wired component also included eeprom to grab it quickly from the N64, save it in a local buffer, and then fire it out bit by bit to the controller as the player continues playing ... all in all a big undertaking...) Though ... if I could just get step 1 working, I think I could live without mempack support.

Thanks again for your thoughts, really appreciated marshallh.
PS Think this might be worth moving to its own thread to get some comments on it?
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