PAL SNES Pro Action Replay NTSC SNES

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tepples
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by tepples »

I thought the newer GSU still used the 21.5 MHz master clock signal on one of the extra pins. Or does it have an oscillator on the Game Pak PCB?
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l_oliveira
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by l_oliveira »

tepples wrote:I thought the newer GSU still used the 21.5 MHz master clock signal on one of the extra pins. Or does it have an oscillator on the Game Pak PCB?
GSU1 and 2 have an oscillator onboard. Why you think there were a talk about overclocking it a few years ago ? :)

The most complex addon chips (such as GSU, S-DD1 and SA-1) have mechanisms bundled in them or have their memory mapped arbitrarily to prevent copiers and devices such as the PAR from working properly.
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MottZilla
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by MottZilla »

The Game Genie I've read later had a version that included the "extra pins" so it would work with games that required them. The Pro Action Replay only has the extra pins I believe on the final MK3 version. I know for sure the MK3 has it, but I'm only reasonably sure the MK2 doesn't.
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getafixx
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by getafixx »

MK2 has the extra pins on it as well. That's the one that i've got.
Pasky
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by Pasky »

MottZilla wrote:The Game Genie I've read later had a version that included the "extra pins" so it would work with games that required them. The Pro Action Replay only has the extra pins I believe on the final MK3 version. I know for sure the MK3 has it, but I'm only reasonably sure the MK2 doesn't.
I think the later version of the game genie you're reading about was never released. There was actually a game genie v2 in the works that would support RAM writes similar to the pro action replay for the SNES but it got scrapped due to their being warehouses still full of the old game genie's and interest in the SNES declining.

Also, here's an interesting read about the game genie's roots:

http://gamehacking.org/?s=qna&id=40

I suppose it's time I could share these now, I have codemasters hardware documents of other game genie versions as well (gameboy, gameboy v2, sega genesis). I have the old hardware documents for what was going to be the game genie II that never came to fruition. I have no idea what software this was made with, I imagine it's something codemasters or whoever was in charge of development made themselves.

https://www.dropbox.com/s/joqkmzflaptm7yf/gg2.zip

Here's some pictures of its prototype:

ImageImageImageImageImage

That would be really awesome if someone actually did bring this thing to life.
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Ramsis
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Re: PAL SNES Pro Action Replay NTSC SNES

Post by Ramsis »

MottZilla wrote:The Game Genie I've read later had a version that included the "extra pins" so it would work with games that required them. The Pro Action Replay only has the extra pins I believe on the final MK3 version. I know for sure the MK3 has it, but I'm only reasonably sure the MK2 doesn't.
getafixx wrote:MK2 has the extra pins on it as well. That's the one that i've got.
Concerning the Pro ARP MK2, both of you are right ... kind of. ;)


To clarify, there are (at least) two versions of the MK2. Being an Action Replay fan, I have both. :)

The "first" version has a black on-screen menu background. On power-up, it says "v1.1." The following S/Ns are printed on the PCB:

Code: Select all

DATEL FAMICOM 3
REF 1027
09/93

LZ95F45 DATEL ACTION REPLAY 9344 B [CHIP]
The "second" version has a blue menu background, and says "v2.T" on power-up. PCB S/Ns are:

Code: Select all

REF 1057
07/94
DATEL FAMI 4.1

LZ95G72 DATEL TURBO REPLAY 9412 B [CHIP]
The interesting thing is that on the "first" version (menu v1.1, PCB REF 1027), only pin 1 (used e.g. by Starfox) is actually connected on the PCB, although from the outside, it looks like all the spare pins are there. On the "second" version (menu v2.T, PCB REF 1057) however, all the spare pins are indeed connected on the PCB.

The result is that Starfox will work on both revisions, while e.g. the Super Gameboy (which passes through its audio using two more of the spare pins) will work correctly on the "second" version only (Gameboy games will play without sound on the "first" version).
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
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