Going to stream a bit more of Paprium in a few minutes: https://twitch.tv/astfgl32
This time I'll be taking Alex down into the Underground.
My Prime suspect would still lie in the FPGA/Flash Memory ICs used. In they were Second Hand/ inofficially "recycled" Chips, it would certainly explain a certain quota of faultiness, even if they successfully booted up. And if that were the case it wouldn't come down to "batches used", you'd find the issues randomly across all editions.
For the record, my cart (Investor Edition), as already stated, successfully boots and plays the First Level at least on a PAL Model 1 (Pal-G 1600-18) and a Pal Model 2 (MK 1631-50) with NTSC Mod (like Devil N's) and a 32x attached. I will try it also on a japanese Model 1 (HAA-2510) and a Nomad later tonight - I think I will get around to it in about Four or Five Hours, give or take.
The funny thing about an oxymoron is, even if you remove the ox, there'll always be a moron. The Question Remains: Y?
Because I'm fearing that Watermelon Games might be slow to solve the issue, I think it's good to namecheck everyone with none-working Paprium carts, and have their additional information. And keep eachother in check with updates, fixes, official statements and responses etc.
I'll start with mine:
ID: loempiavreter
Paprium edition: Investor model
SEGA console model: MK-1631-50 (Megadrive Model II)
Issues: Gamecrashes throughout the game at random Spots
Situation: Unsolved (23-12-2020), contacted Watermelon Games with no response back (23-12-2020)
I do suspect recycled chips but do all batches use the same recycled components? I'd wondered if they were produced at different times and whether he might have used new parts in some batches? (Highly unlikely I know!)
Mask of destiny told me it had failed to boot up past the copyright screen on one of his two MD1 VA6s. So at this point it sounds like there are a number of factors at play.
Man it's ike this game needed its own subforum with threads for paprium shipping, paprium compatibility, paprium unlocking, paprium marketplace, paprium faq readbeforeposting, paprium playthroughs/stream, paprium music, a thread just for Barone, etc etc![]()
Lists of MD games: officially licensed (~925) @ cart sizes @ Top 5 @ Top 250 @ Sonic hacks @ best title screens @ Arcade ports (150) @ best European games
I can now confirm that my Paprium cart definitely works on my Nomad as well, at least for the first stage. I did not try it any further for now since a) I don't have much time right now, b) it is a bit disconcerting playing a cartridge on a handheld while there is a loose piece of metal audible rattling inside, and c) turns out my Nomad is in serious need of getting its caps replaced, since the contrast control is now a bit wonky (that's definitely a Nomad issue and not due to the cart). From what I've seen and heard so far, it seems alright (Sound is a bit weaker than on the other models, but that was to be expected as stated earlier in this thread somewhere).
I will hook up and try the J model 1 later tonight and then give it a more serious playtime.
/edit: at the very least I found a screwdriver that, while not a perfect fit, got the cart screws loose so I could finally get that loose plate issue resolved. That rattling drove me nuts!
Last edited by Phantar; 12-23-2020 at 06:49 PM.
The funny thing about an oxymoron is, even if you remove the ox, there'll always be a moron. The Question Remains: Y?
I've created one here:
https://www.sega-16.com/forum/showth...930#post871930
Especially the thread just for Barone XD
I don't have my Paprium cart yet (waiting for it to arrive), but here are my tests with the last Pier Solar batch.
Consoles used in the Tests:
A -> Mega Drive PAL model 1 VA6.5 serial number 130040798 (chips: Sony CXK5864CP-70LL, Sony CXA1034P, Yamaha YM2612, Zylog Z0840004PSC, Sega 315-5313A-01, Sega 315-5433, Motorola MC68000P8, two HM65256BLSP-12, LM358N, Sony CXA1145 and two MB81461-12), my parents gave me this console new on Christmas, it's well preserved;
B -> Mega Drive PAL model 1 VA6.5 serial number 130045935 (chips: equal to A, but instead of a Sony CXK5864CP-70LL there is a Sanyo LC3664BL-10);
C -> Mega Drive PAL model 1 VA6.5 serial number 130048158 (chips: equal to B);
D -> Mega Drive PAL model 1 VA6.5 serial number 130005560 (chips: equal to A, but instead of the MB81461-12 there are two HM53461ZP-12SG and instead of the HM65256BLSP-12 there are two Sharp LH5P832D-12);
E -> Mega Drive PAL model 1 VA4;
F -> Mega Drive PAL model 2;
G -> Mega-CD PAL model 2;
H -> 32X NTSC-U;
I used a total of 4 PSUs. I used two PSUs (both equal and Sega official) for the Mega Drive model 1 and Mega-CD model 2, I've used two other PSUs (both equal and also Sega official) for the Mega Drive model 2 and 32X.
Tests and Results:
A -> it works if I do the following: turn the console on, leave the console on for like 25 seconds, turn the console off and quickly turn the console on, the "Licensed by Sega..." shows and the game works;
A + G -> works;
A + H (H doesn't have the AV-in cable connected (the TV is connected to A)) -> works;
A + G + H (H doesn't have the AV-in cable connected (the TV is connected to A)) -> works;
B -> I didn't count the number of times I've tried, but I'll admit they were about 50, and in 50 times it only worked 2 times (after repeatedly pressing the Reset button);
B + G -> works;
B + H (H doesn't have the AV-in cable connected (the TV is connected to B)) -> works;
B + G + H (H doesn't have the AV-in cable connected (the TV is connected to B)) -> works;
C -> tried several times, didn't work;
C + G -> works;
C + H (H doesn't have the AV-in cable connected (the TV is connected to C)) -> works;
C + G + H (H doesn't have the AV-in cable connected (the TV is connected to C)) -> works;
D -> works if I make a similar procedure to the one I used for A: turn the console on, leave the console on for like 10 seconds, turn the console off and turn the console on, press the Reset button, the "Licensed by Sega..." shows and the game works;
D + G -> works (sometimes I have to press the Reset button, but it's rare);
D + H (H doesn't have the AV-in cable connected (the TV is connected to D)) -> works (sometimes I have to press the Reset button, but it's rare);
D + G + H (H doesn't have the AV-in cable connected (the TV is connected to D)) -> works (sometimes I have to press the Reset button, but it's rare);
E -> works after pressing the Reset button (when I press the Reset button, most of the times the screen stays a few thousands of a second pink or blue);
E + G -> works after pressing the Reset button (when I press the Reset button, most of the times the screen stays a few thousands of a second pink or blue);
E + H (H doesn't have the AV-in cable connected (the TV is connected to E)) -> works after pressing the Reset button (when I press the Reset button, most of the times the screen stays a few thousands of a second pink or blue);
E + G + H (H doesn't have the AV-in cable connected (the TV is connected to E)) -> works after pressing the Reset button (when I press the Reset button, most of the times the screen stays a few thousands of a second pink or blue);
F -> works;
F + G -> works;
F + H (H has the AV-in cable connected to F and the AV-out cable connected to the TV) -> works, but if I wait to long on the "Press Start!" screen, the game crashes (the music keeps playing however);
F + G + H (H has the AV-in cable connected to F and the AV-out cable connected to the TV) -> works.
F + H (H doesn't have the AV-in cable connected (the TV is connected to F)) -> works.
F + G + H doesn't have the AV-in cable connected (the TV is connected to F)) -> works.
Note: it doesn't matter if G and/or H are connected to the electricity or not, the results are the same (however, if H has the AV-out cable connected to the TV, H must be connected to the electricity).
Last edited by peido; 12-23-2020 at 12:55 PM.
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