Is that SuperCIC able to act as both Lock and Key? In cartridges you'd need a "key", but in your case you'd need a "lock".
And, theoretically, you might be able to dump those carts without a CIC. What I mean is:
The cartridge and console CICs are microprocessors, exchanging data with each other, and drag P10=LOW if the exchanged data is wrong.
Now, if you don't supply the 3.072MHz clock to the CIC, then the CIC can't run, can't exchange any data, can't sense errors, and can't drag P10=LOW on errors.
Only problem might be that the CIC might initially set P10=LOW on power up, in that case you could try to let it run for a couple of clock cycles (so it can initialize P10=HIGH) and then stop the clock (before it gets a chance to verify exchanged data). Somehow like so:
- Issue a short HIGH pulse on SNES.Cart.Pin25 to reset the CIC
- Issue some dozens (or maybe some hundreds) clocks on SNES.Cart.Pin56
The goal would be to get P10=HIGH (pin9 on a 16-pin DIP-package CIC chip). If you reach that state (best test that with a regular SNES cartridge), then it should be theoretically also working with SA-1 cartridges (assuming that they do internally use a signal similar to the P10 pin).
Don't know if that's really working, but maybe worth a try. Oh, and one caution: I am not sure if the above P10 levels are correct (after gazing at my docs... I am almost sure that they are inverse of what I've said above).
PS. Some overview on what is happening in CICs:
http://nocash.emubase.de/fullsnes.htm#s ... ockoutchip