New SNES/SFC flash cart form SwapMagic 3
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- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
I got my Super UFO Pro 8 flash cart this week. It is smaller than the Super Power Pak. The build quality seems good, but is difficult to get to work. I first tried using it with my FC-16 Go and SanDisk 512MB SD flash card. The cart booted and showed a nice graphical copier-like menu with music. However, it was unable to read the SD card, which is was formatted FAT16. So I reformatted the SD card using the FAT32 format, and the Super UFO Pro 8 flash cart was able to read the SD card. However, once it finished loading the game into DRAM, it would display an error "No Game in DRAM". I was only able to get Super Mario World to load from my SD card by putting the Super UFO Pro 8 into "Hyper" mode as opposed to "Normal" mode.
I then tried it out on my real SNES. The cart wouldn't boot without another cart plugged in on top, indicating that the Super UFO Pro 8 cart does not have a built-in lockout chip. The only cart that I do not have in storage is Super Mario RPG, so using it as a passthrough cart was problematic, probably due to Super Mario RPG's overly paranoid anti-piracy electronics.
I'll reserve final judgement until I get my other SNES carts out of storage and see if the Super UFO Pro 8 is able to boot reliably on a real SNES. However, it boots around 1% of the time right now on a real SNES when using Super Mario RPG as the pass through cart. Not fun.
The Super PowerPak is a bit finicky about the CF card that you use, but once you get a CF card that works, the Super PowerPak is very reliable. Has anybody else experienced issues getting the Super UFO Pro 8 to boot on a real SNES? Do games fail to play in "Normal" non-cheat mode?
I then tried it out on my real SNES. The cart wouldn't boot without another cart plugged in on top, indicating that the Super UFO Pro 8 cart does not have a built-in lockout chip. The only cart that I do not have in storage is Super Mario RPG, so using it as a passthrough cart was problematic, probably due to Super Mario RPG's overly paranoid anti-piracy electronics.
I'll reserve final judgement until I get my other SNES carts out of storage and see if the Super UFO Pro 8 is able to boot reliably on a real SNES. However, it boots around 1% of the time right now on a real SNES when using Super Mario RPG as the pass through cart. Not fun.
The Super PowerPak is a bit finicky about the CF card that you use, but once you get a CF card that works, the Super PowerPak is very reliable. Has anybody else experienced issues getting the Super UFO Pro 8 to boot on a real SNES? Do games fail to play in "Normal" non-cheat mode?
It should have a built in lockout chip. But maybe it doesn't match your region? From what I've seen it doesn't seem like a "great" product but it could be ok. Seems like people have some troubles with it. But if it's working for you, it's not bad, and it's a bit cheaper than other flash carts. Really if any problems are worked out and you get a good price it could be a nice deal. But I still like my SNES PowerPAK. The only way I'd stop using it would be if I buy the SD2SNES.