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- Path: bloom-beacon.mit.edu!hookup!europa.eng.gtefsd.com!mozart.amil.jhu.edu!blaze.cs.jhu.edu!jyusenkyou.cs.jhu.edu!not-for-mail
- From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
- Newsgroups: rec.games.video.misc,rec.games.video.nintendo,rec.games.video.sega,rec.games.video.atari,rec.games.video.3do,rec.games.video.advocacy,news.answers,rec.answers
- Subject: rec.games.video Frequently Asked Questions (part 3 of 3)
- Followup-To: rec.games.video.misc,rec.games.video.nintendo,rec.games.video.sega,rec.games.video.atari,rec.games.video.3do,rec.games.video.advocacy
- Date: 15 Apr 1994 18:16:05 -0400
- Organization: Johns Hopkins University CS Dept.
- Lines: 997
- Approved: news-answers-request@mit.edu
- Message-ID: <2on3n5$dsn@jyusenkyou.cs.jhu.edu>
- Reply-To: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
- NNTP-Posting-Host: jyusenkyou.cs.jhu.edu
- Xref: bloom-beacon.mit.edu rec.games.video.misc:15997 rec.games.video.nintendo:19769 rec.games.video.sega:21610 rec.games.video.atari:6086 rec.games.video.3do:4062 rec.games.video.advocacy:3382 news.answers:18102 rec.answers:4909
-
- Archive-name: games/video-games/faq/part3
-
- Section 6: System Capabilities:
- ==============================
-
- [chart originally by Corey Kirk]
- ______________________________________________________________________________
- | | Neo Geo | SNES | Genesis | TG-16 | NES | Sega M2 |
- |----------+----------+----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 + 16 | 16 | 16 | 8 + 8 | 8 | 8 |
- |Bits (Gx) | 16 | 16 | 16 | 16 | 8 | 8 |
- |CPU | 68000| 65816 | 68000 | HuC6280| 6502 | Z80 |
- |APU (Aud) | Z80| SPC???? | Z80 | | | |
- |MHz | 12.5, 4| 3.6 | 7.6 | 3.6 3.6| 1.8 | 3.6 |
- |Graphics | 320 x 224| 256 x 224| 320 x 224| 256 x 216| 256 x 240| 240 x 226|
- | -2nd mode| | 512 x 448|320 x 448*|512 x 262*| | |
- |Colors |4096/65536| 256/32768| 61/512| 241/512| 16/52| 52/256|
- |Sprites | 380 | 128 | 80 | 64 | 8 | 16 |
- | - size | 16 x 512| 32 x 32| 32 x 32| 32 x 64| 8 x 8 | 8 x 8 |
- |Audio | 15-lyr |PCM 8-lyr | 10-lyr | 6-lyr | mono | mono |
- |RAM | 64K+68Kgx|128K+64Kgx| 72K+64Kgx| 8K+64Kgx| 2K+ 2Kgx| ? |
- | | (+2K Z80)| | | | | |
- |----------+----------+----------+----------+----------+----------+----------|
- |CD CPU/MHz| none | |68000/12.5| 65802/16 | none | none |
- | | | | | | | |
- |CD RAM | | | 768K | CD=64K | | |
- | | | | | SCD=256K | | |
- |----------+----------+----------+----------+----------+----------+----------|
- * Comment: Some listings of colors are probably a bit too high. For instance,
- the Genesis has 8x8 tiles which use 16 colors from one of 4 palette's each,
- which would be 64 colors, except that the 16th is a "transparent" color that
- is the same for all 4. Listings for Genesis colors tend to ignore this and
- say "64" instead of "61". It's unclear how many of the other figures are like
- this.
-
- ________________________________________________________
- | | Jaguar | 3DO | CD32 | Saturn |
- |----------+----------+----------+----------+----------+
- |Bits (CPU)| 64 + 16 | 32 | 32 | 32 + 16 |
- |Bits (Gx) | 64 | 32 | 32 | 64 (?)|
- |CPU |Proprietary ARM/60 | 68EC020 |HitachiSH2 (two)
- | | + 68000| | | + 68EC000|
- |APU (Aud) |Proprietary ? |Proprietary ? |
- |MHz | 13.3 | ? | 14 | ? |
- |MHz (Gx) | ? | ? | 28 | ? |
- |Graphics | 720 x 526| 640 x 480|1280x512**| ? |
- |Colors | 16777216| 16777216|256/1677.*|?/16777216|
- |Sprites | unlim | ? | 8 | ? |
- | - size | >1000 | ? |64x scrnht| ? |
- |Audio | unlim | ? |4 channels| 32 chan. |
- |RAM |2 megabyte|3 megabyte|2 megabyte| 4 1/2 meg|
- |----------+----------+----------+----------+----------+
- |CD CPU/MHz| ? |
- |CD RAM | ? |
- |----------+----------+
- * Also has Hold and Modify mode which gives 262144/16777216 colors and is
- mainly useful for still pictures.
- ** Jaguar resolution includes overscan. CD32 can do >1300x566 overscanned.
- ________________________________________________________
- | | GameBoy | Lynx | GameGear | TExpress |
- |----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 | 8 | 8 | 8 + 8 |
- |Bits (Gx) | 8 | 16 | 8 | 16 |
- |CPU | Z80 | 6502 | Z80 | 6502 6502|
- |MHz (CPU) | 2.2 | 4.0 | 3.6 | 7.2 |
- |MHz (Gx) | | 16.0 | | |
- |ScreenSize| 2.6" | 3.5" | 3.2" | 2.6" |
- |Graphics | 160 x 144| 160 x 102| 160 x 144| 256 x 216|
- |Colors | mono (4) | 16/4096 | 32/4096 | 241/512 |
- |Sprites | 8 | unlim | 64 | 64 |
- | - size | 8 x 8 | unlim | 8 x 8 | 32 x 64 |
- |Audio | 2-lyr | 4-lyr | 4-lyr | 6-lyr |
- |RAM | 16K | 64K | 24K | 8K+64Kgx|
- |----------+----------+----------+----------+----------|
-
- Most systems can change colors on successive scan lines, using more colors
- than the ones listed.
-
- The game Ex-ranza (Ranger-X in USA) for the Genesis is billed as having 128
- colors. It's not clear whether or not this is just a scan line change.
-
- The existence of multiple graphics modes also confuses things--it might not be
- possible to use all features at the highest graphics mode, as in the lack of
- hardware rotation in the SNES 512x448 mode. I'm not sure if there are
- limitations on the double resolution Genesis mode (used for Sonic split
- screen), and I have no idea about the TG-16 241 colors or 512x262 mode (the
- 262 sounds a bit like overscan). I've also heard of a 482-color TG-16 mode.
-
-
- ``Does the Genesis CD-ROM have extra colors, sprites, or resolution?''
-
- No. (Despite at least two errors in Gamepro magazine.)
-
-
- ``What is this megabit stuff? Isn't it supposed to be byte?''
-
- 1 byte is equal to 8 bits, so an 8 megabit game is really 1 megabyte. (Also,
- ``mega'' for computers is 1048576, not an even million). This started when
- Sega advertised ``mega cartridges'' for the Sega Master System several years
- ago to make the games sound bigger, and may also have to do with the fact that
- some memory chips are indeed measured in bits.
-
- Old Neo-Geo ads claimed "megabytes" for their games, which was a lie.
-
-
- ``I've heard of a 32/64 bit game system....''
-
- Various upcoming game systems have been rumored as 32- or 64-bit. You can't
- just add the bits in the separate processors and get a meaningful number,
- though, so the Sega CD isn't a 32-bit system even though it has two 16-bit
- processors. (Similarly, a Neo-Geo isn't a 24 bit system.) There are several
- processor characteristics that measure in bits; whether or not a processor
- counts as 32-bit may depend on what you consider important. (A 32-bit
- processor might be one which has a 32-bit address space, performs operations on
- 32-bit quantities, or has a 32 bit wide bus).
-
- The "number of bits" in a system is a fairly worthless piece of information.
- There are much better ways to compare video game systems.
-
- The Jaguar apparently really is 64 bits, though that means little by itself.
-
-
- Game Genie Genesis decoding
-
- Merlyn LeRoy posted the method to convert Game Genie codes to real hex codes:
-
- For example, SCRA-BJX0 is a game genie code. Each letter is 5 bits from
- the table ABCDEFGHJKLMNPRSTVWXYZ0123456789, A=00000, B=00001, C=00010...
-
- S C R A - B J X 0
- 01111 00010 01110 00000 00001 01000 10011 10110
- ijklm nopIJ KLMNO PABCD EFGHd efgha bcQRS TUVWX rearrange as...
-
- 00000000 10011100 01110110: 01010100 01111000
- ABCDEFGH IJKLMNOP QRSTUVWX: abcdefgh ijklmnop
- 24-bit address 16-bit data
- MSB LSB MSB LSB
-
- Which is 009c76: 5478
-
-
- Pro Action Replay format for Genesis
-
- The Pro Action Replay codes for the Genesis are just an address/data format,
- AAAAAADDDD. The Pro Action Replay can either intercept reads to ROM, or in-
- stall a routine which continually restores RAM values. (Codes which modify
- RAM can't be converted to Game Genie formats.) The best educated guesses are
- that FF as first two digits of the address indicates RAM, and anything else is
- a page pointer for ROM. The data is a 16 bit number, but if the first two di-
- gits of the data are 00, the device only inserts an 8 bit number. (You prob-
- ably need two codes if you want to insert a 16 bit number which starts with
- two zeroes.)
-
- There was some puzzlement from the code server administrator about the differ-
- ences between an Action Replay, Game Action Replay, and Pro Action Replay.
- (If anyone knows, mail me or him....)
-
-
- Game Genie SNES decoding
-
- (This is from hexadecimal to Genie, to reverse just run it backwards)
-
- Data - D7 down to D0
- Address - A23 down to A0. Bit 15 is always a 1; if you use a 0, the Game
- Genie will just change it to a 1 anyway.
-
- DDDD DDDD AAAA AAAA AAAA AAAA AAAA AAAA (Genie Code)
- 7654 3210 1111 7654 9822 2232 1011 1111 (True address, rearranged)
- 5432 32 10 98 7610
-
- Example - Force AD at 80C7AA
-
- Data = 1010 1101
- Address = 1000 0000 1100 0111 1010 1010
-
- Take the data in order, and then take bit 15, 14, 13, 12, 7, 6, etc. of the
- address, to get:
- 1010 1101 1100 1010 1110 0010 1000 0001 = ADCAE281
-
- The Game Genie hex is encoded from normal hexadecimal, so at this
- point you must translate with the following table:
-
- HEX: 0 1 2 3 4 5 6 7 8 9 A B C D E F
- GENIE: D F 4 7 0 9 1 5 6 B C 8 A 2 3 E
-
- Translates to C2AC-346F
-
-
- SNES/SF Game Finger (copier code) decoding
-
- The general format is: AAAAABBBBBBCCD <- a 14-digit codes
- | | | |_ D: target to replace bytes
- A: address of the first | | |___ C: checksum
- byte to be replaced _______| |_______ B: 3 bytes for replacement
-
- Unused B bytes are replaced by XX. Note that the address only refers to a 1
- meg address space.
-
- The checksum format is: stick an 0 in front and then divide into sequences of
- two hex digits representing bytes. Add together the first six of these (the
- A's and B's). I have no idea if D is added in also, since the person who
- originally posted this information used an example of D=0.
-
- Values for D are:
-
- 0: replace values in DRAM of copier
- 1: replace values in backup RAM of copier
- 2, 8, A, C, F: non-standard codes which may be converted to 0.
-
- The Game Finger codes are in plain hexadecimal, but they use ROM cartridge
- addresses while the Game Genie uses CPU addresses. The conversion is as
- follows:
-
- CPU ROM (cartridge)
- address address
-
- A23 none
- A22 none
- A21 none
- A20 A19
- A19 A18
- A18 A17
- A17 A16
- A16 A15
- A15 none (A15 is always high for ROM accesses)
- A14 A14
- A13 A13
- A12 A12
- A11 A11
- A10 A10
- A9 A9
- A8 A8
- A7 A7
- A6 A6
- A5 A5
- A4 A4
- A3 A3
- A2 A2
- A1 A1
-
-
- Action Replay Codes for SNES
-
- The format is AAAAAADD for address and data. The RAM/ROM details are probably
- similar to for the Genesis, which again makes some codes nonconvertible.
- The cumulative intellect of the net doesn't seem to know much about these
- codes at all. We also need to know if this one is an Action Replay, Pro
- Action Replay, or Game Action Replay....
-
-
- Game Genie codes for Gameboy: see the Gameboy FAQ.
-
-
- Section 7: Connecter/Controller Pinouts:
- =======================================
-
- Genesis A/V connector
-
- Starting from the 1 o'clock position, looking at the Genesis from the back,
- and going clockwise, the pins are: red, audio, +5 volts, ground, green,
- composite video, and negative combined sync, with blue on the center pin.
-
-
- Neo Geo A/V connector
-
- Same as Genesis, though the plug is a different size.
-
-
- SNES controller
- _________
- 1 | U | 20
- 2 | | 19
- 3 | | 18
- 4 | | 17
- 5 | | 16
- 6 | | 15
- 7 | | 14
- 8 | | 13
- 9 | | 12
- 10 |_________| 11
-
-
- 1 : Pad: Down
- 2 : Pad: Left
- 3 : Pad: Right
- 4 : Select
- 5 : Start
- 6-9: Output 1-4
- 10: Gnd (pin 5 on connector)
- 11: nc
- 12: nc
- 13: Y
- 14: B
- 15: A
- 16: X
- 17: R
- 18: L
- 19: Pad: Up
- 20: nc
-
-
- SNES output pinouts
-
- From Radio Electronics April 1992:
-
- 11 9 7 5 3 1
- 12 10 8 6 4 2
-
- 1. RED VIDEO (requires series 200ufd)
- 2. GREEN VIDEO (requires series 200ufd)
- 3. RGB SYNCH (active low combined v+h synch pulses)
- 4. BLUE VIDEO (requires series 200ufd)
- 5. GROUND
- 6. GROUND
- 7. S-Video "Y"
- 8. S-Video "C"
- 9. NTSC COMPOSITE VIDEO
- 10. +5 Volts DC
- 11. L+R Sound
- 12. L-R Sound
-
-
- SNES cartridge pinouts
-
- (from rolfes@uni-muenster.de)
- SNES Slot:
-
- .---------.
- | 01 | 32 |
- | 02 | 33 |
- | 03 | 34 |
- | 04 | 35 |
- |----+----|
- GND | 05 | 36 | GND
- A11 | 06 | 37 | A12
- A10 | 07 | 38 | A13
- A9 | 08 | 39 | A14
- A8 | 09 | 40 | If ROM > 8Mbit to LS139, otherwise NC
- A7 | 10 | 41 | A15
- A6 | 11 | 42 | A16
- A5 | 12 | 43 | A17
- A4 | 13 | 44 | A18
- A3 | 14 | 45 | A19
- A2 | 15 | 46 | A20
- A1 | 16 | 47 | A21
- A0 | 17 | 48 | A22
- NC | 18 | 49 | ROM /OE. If RAM via LS139 to ROM
- D0 | 19 | 50 | D4
- D1 | 20 | 51 | D5
- D2 | 21 | 52 | D6
- D3 | 22 | 53 | D7
- RAM /OE and ROM /CE | 23 | 54 | RAM /W
- Pin 1 D413 | 24 | 55 | Pin 2 D413
- Pin 7 D413 | 25 | 56 | Pin 6 D413
- RAM /E | 26 | 57 | NC
- VCC | 27 | 58 | VCC
- |----+----|
- | 28 | 59 |
- | 29 | 60 |
- | 30 | 61 |
- | 31 | 62 |
- `---------'
-
- D413/D411 (Europe/USA) are the security chips
-
-
- RAM/ROM Select:
-
- RAM - RAM /E low, RAM /OE low, ROM /OE high,
- (A20 or A21 must be high if cartridge size is less or equal 8 Mbit)
- ROM - ROM /CE low, ROM /OE low, RAM /E high, 40 high
- (A20 and A21 must be low if cartridge size is less or equal 8 Mbit)
-
-
- Cartridge ROM:
-
- EPROM ROM ROM EPROM
- .----_----.
- A20 | | VCC
- A21 | | A22
- |----_----|
- A19 A17 | 01 32 | VCC VCC
- A16 A18 | 02 31 | /OE A18
- A15 A15 | 03 30 | A19 A17
- A12 A12 | 04 29 | A14 A14
- A7 A7 | 05 28 | A13 A13
- A6 A6 | 06 27 | A8 A8
- A5 A5 | 07 26 | A9 A9
- A4 A4 | 08 25 | A11 A11
- A3 A3 | 09 24 | A16 /OE
- A2 A2 | 10 23 | A10 A10
- A1 A1 | 11 22 | /CE /CE
- A0 A0 | 12 21 | D7 D7
- D0 D0 | 13 20 | D6 D6
- D1 D1 | 14 19 | D5 D5
- D2 D2 | 16 18 | D4 D4
- GND GND | 16 17 | D3 D3
- `---------'
-
-
- LS139 (two binary decoders) in less or equal 8 Mbit cartridges:
-
- .----_----.
- ROM /OE /1G | 01 16 | VCC VCC
- A21 1A | 02 15 | /2G /1Y3
- A20 1B | 03 14 | 2A A19
- /OE /1Y0 | 04 13 | 2B RAM /E
- NC /1Y1 | 05 12 | /2Y0 NC
- NC /1Y2 | 06 11 | /2Y1 NC
- /2G /1Y3 | 07 10 | /2Y2 NC
- GND GND | 08 09 | /2Y3 NC
- `---------'
-
-
- LS139 (two binary decoders) in more than 8 Mbit cartridges:
-
- .----_----.
- ROM /OE /1G | 01 16 | VCC VCC
- 40 1A | 02 15 | /2G /1Y3
- RAM /E 1B | 03 14 | 2A NC
- NC /1Y0 | 04 13 | 2B NC
- NC /1Y1 | 05 12 | /2Y0 NC
- NC /1Y2 | 06 11 | /2Y1 NC
- /OE and /2G /1Y3 | 07 10 | /2Y2 NC
- GND GND | 08 09 | /2Y3 NC
- `---------'
-
- Cartridge pinouts for Gameboy: see the Gameboy FAQ.
-
-
- Section 8: Compatibility:
- ========================
-
- FAMICOM: Same as NES. Adaptors reportedly exist.
-
- FAMICOM DISK SYSTEM: No US counterpart. (People kept copying the disks.)
-
- SUPER FAMICOM: Same as Super NES. There are probably at least four versions:
- American/Japanese, at least two incompatible European versions, and
- Australian. These are incompatible because of lockout chips, but you can buy
- an adapter which connects a lockout chip from a native cartridge and the
- program from a foreign cartridge.
-
- There are some older adapters that don't include all data lines, and on these,
- games like Super Mario Kart or Starfox won't work.
-
- Some games also have PAL protection (PAL is the TV system in Europe and Aus-
- tralia.) This problem can't be fixed with an adaptor alone, and only happens
- when trying to run American/Japanese games on PAL systems or vice-versa.
- Known games with this problem are SF2 Turbo and Super Mario All-Stars. A Game
- Action Replay code to get SF2 Turbo to work is listed elsewhere in this FAQ.
-
- There is supposedly a way to remove the lockout altogether and to switch 50/60
- hertz. (Then you won't need an adapter.) I don't know how to do this. If
- you do, tell me.
-
- For American/Japanese games, neither lockout problem happens, but the
- cartridges are shaped to not fit in each other's machines. If you cut away the
- plastic that prevents them from fitting, you can play them; on a US system it's
- the two little plastic tabs that slide into the back of cartridges. (Or you
- can use an ``adapter'' which just changes the cartridge slot size).
-
- PC ENGINE/COREGRAFX/DUO: Same as Turbografx-16. Cartridge games aren't
- compatible, but you can buy adapters for $20-30 through many mail order
- places. CD and SCD games are normally compatible without adapters; the Super
- CD-ROM expansion (3.0 card with 256K memory) will itself work in a TG-16 with
- CD and adapter. The Arcade Card is a Japanese-only extra 2M memory card,
- which works with the 3.0 already present; it's not quite clear what you'll
- need to use it on an American system.
-
- Some existing adapters aren't shaped to fit in a Turbo Duo. Find one that
- fits, or do some cutting....
-
- There is a hardware difference between the two machines, which cartridges can
- read. Most TG-16 cartridges check it, and won't work on a PCE even with an
- adapter. (Exception: Night Creatures works.) All known CDs work both ways,
- and all known Japanese games work on a TG-16 with adapter.
-
- The Altered Beast CD does not work, but that's because of an incompatibility
- with the CD system version; it won't work on a PC Engine 2.0 or SCD either.
-
- Note: The CD-ROM2 is the the CD, not the super-CD. The "2" comes from the
- Japanese name "Rom Rom".
-
- SUPERGRAFX: No US counterpart. (The Supergrafx is an enhanced PC Engine and
- can play PC Engine games without modification, though of course these are hard
- to get in the US.)
-
- MEGA DRIVE: Same as Genesis. Compatibility is a bit tricky.
-
- The European and Australian machine called the Mega Drive is identical to the
- Genesis except that it emits a 50 hertz PAL signal. The Japanese one is
- identical to the Genesis except for a plastic "cartridge lock", a larger
- cartridge slot, and the language setting.
-
- First, to play games in the "wrong" machine you must plug them in. You can
- buy an adapter, or just cut away the plastic that keeps them from fitting. On
- a US/European machine, this is some plastic around the slot; on an older
- Japanese machine, this is the cartridge lock (the tab that pushes into the slot
- from the left when you turn on the machine). I never even needed to remove the
- cartridge lock, but some people have told me they did.
-
- Now that you've plugged the game in, it will usually run. But there are a
- language setting and a 50/60 hertz setting that cartridges can read. Some newer
- games are programmed to check these settings and decide not to run at all. The
- games known to be locked out this way are:
-
- Do not run in English mode: Japanese versions of Chameleon Kid, Doraemon,
- Gunstar Heroes, Rolling Thunder II, Thunder Force IV, Super Monaco GP 2.
- Do not run in Japanese mode: US versions of Aladdin, Bio-Hazard Battle,
- Cyborg Justice, Dragon's Fury, Eternal Champions, Flashback, Gauntlet IV,
- Gunstar Heroes, Landstalker, Lightening Force, Outrun 2019, Ren and
- Stimpy, Rocket Knight Adventures, SF2, Shining Force, Shinobi 3, Streets
- of Rage II, Sunset Riders, World of Illusion, X-Men.
- Do not run in 50 hertz mode: US versions of Flashback, Streets of Rage II,
- World of Illusion (And probably most of the ones that don't run in
- Japanese mode, too.)
- Does not run in 60 hertz mode: European version of Xenon2.
-
- You can fix these problems (and play everything), with a language switch and a
- 50/60 hertz switch (see below). If you need to switch to 60 hertz to get the
- game to run, your screen will probably be messed up, but you can usually switch
- back after the game starts.
-
- The language switch is useful in its own right. Some games have dual ROMs, and
- play US versions in US/European machines and Japanese versions in Japanese
- machines; you can see both versions by installing the switch.
-
- For the CD-ROM, there will be 4 different versions: American, European,
- Japanese, and (other) Asian. Since the three parts (disk, CD drive, and
- console) can each be mismatches, there are three combinations to consider:
-
- CD drive and disk: You can get around mismatches by replacing the ROM containing
- the operating system with one from another country, and replacing the timing
- crystal if there is a 50/60 hertz incompatibility (i.e. Europe). (I have no
- idea if there are non-pirated legal ROMs which let you do this.) The ROM is the
- big chip near the connector (at least on older versions). There is an adapter
- called the CDX which usually fixes the problem (Older CDX versions don't work
- on Japanese drives, and older CDX versions, in general, have problems with
- several games).
-
- CD drive and console: the American CD player won't start up on a Japanese
- console (there are mixed reports about Japanese players and US consoles).
- The CDX (usually), swapping ROMs, or a language/50/60 switch fixes this.
-
- Disk and console: possible in theory. There are dual-country games (Thunder
- Storm FX) which play two versions, but I don't know any that actually fail to
- run. Yet. (If this happens, a language switch would fix it.)
-
- There is supposedly a version D ROM, for internal Sega use by game developers,
- which allows running all games. I have no idea if there are pirated versions
- of this floating around either....
-
- (The excuse for incompatibility, as reported in EGM, is that cartridges don't
- use music or footage from licensed properties, but CDs do, and licensing might
- only apply to limited geographic areas. Needless to say, cartridges _do_ use
- music, and at least digitized pictures from, licensed properties. Nor do the
- compatible PC Engine/TG CD's, or for that matter regular music CDs or laser
- discs, have this sort of problem.)
-
- SEGA MARK III: same as and compatible with the Sega Master System.
-
- NEO-GEO: same as and compatible with US version. Mostly; there are versions
- of the system for different countries that play games in English or Japanese.
-
- The arcade Neo-Geo carts are functionally identical to the home ones, but have
- different sized boards to keep arcade owners from using the cheap home versions.
- Whether or not there's an adapter for this, I have no idea.
-
- 3DO: Good question. Someone tell me.
-
- GAMEBOY: same as and compatible with US version.
-
- LYNX: same as and compatible with US version.
-
- GAME GEAR: same as and compatible with US version. The Japanese TV tuner,
- however, works on Japanese TV frequencies, some of which differ from US TV
- frequencies.
-
- There are reports that US Game Gear games play in Japanese on a Japanese
- system, which suggests yet another system with a language switch....
-
- PC ENGINE GT: This is the equivalent of the TurboExpress, and runs PC Engine
- games. The same adapter that plays PC Engine games on a TG-16 also plays them
- on a TurboExpress.
-
- MISCELLANEOUS: The "Master Gear" adapter plays Sega Master System games on the
- Game Gear. The games won't run at the correct speed if the game is from a
- place where TV uses PAL (i.e. Europe). Adapters in reverse, to play Game Gear
- games on a Sega Master System, are probably possible, but I've never heard of
- any.
-
- The Game Gear and Master system don't have the same resolution or number of
- colors, which makes me a bit puzzled as to how this works at all, but it does.
-
- The Power Base Converter plays Sega Master System games on a Genesis. (If
- the reverse Game Gear/Master System adapter really exists, you could play
- Game Gear games on your Genesis....)
-
- There is a European adapter which plays NES games on a SNES. The price is too
- high for this adapter to be a reasonable alternative, in the USA, to getting
- the NES separately.
-
-
- How to make a language switch (Genesis/MD).
-
- On a Genesis/MD, there are jumpers labelled JP1, JP2, JP4, and JP3. The Genesis
- has a capacitor on JP1 and a trace on JP2; the Mega Drive has a capacitor on
- JP2 and a trace on JP1. The bottom ends of JP1 and JP2 are connected together.
- So if you cut the trace and the top end of the capacitor, and install a DPDT
- switch between them which reconnects them either unchanged or swapped left to
- right, you have a language switch. You'll need some wire, a soldering iron,
- solder, and a DPDT switch.
-
- Some machines have an open circuit instead of the capacitor. Also, I've been
- told that even if there is a capacitor, you can throw it out and leave an open
- circuit. Either way, the switch is a lot simpler, requiring a SPDT switch and
- less wire and solder.
-
- Several people have told me that you could just cut both JP1 and JP2 and put a
- SPST switch on JP1. This is even simpler, but I'm not sure it really works, as
- opposed to putting your machine in an intermediate state that only sort-of
- works.
-
- The redesigned Genesis 2 machines don't appear to have either the capacitor or
- circuit. Nobody yet knows how to make the language switch for one, though
- there are language switch cartridges you can buy to act as one.
-
- IF YOUR MACHINE HAS NO CAPACITOR (or if you want to cross your fingers and
- throw away your capacitor) and is not a Genesis 2:
-
- Cut JP2. The trace might be covered with paint and hard to see. (If you
- started with a Mega Drive, JP2 is open and you have to cut JP1 instead.) If
- you aren't sure which end I mean by "bottom", just check the back of the board
- to see which end is connected together.
-
- Original state of machine: After cutting:
-
- JP2 top JP1 top JP2 top JP1 top
- | | | |
- | | | |
- |
- |
- |
- |
- | | | |
- \ / \ /
- \_______/ \_______/
- bottom of both bottom of both
-
- Add a SPDT switch which can be in one of two positions:
- ._ _ _ _ _ _ _ _ _ _ _ _
- . .
- . . _ _ _ _ _ _ _ _ _ _
- . . . .
- JP2 top JP1 top . .
- | | . .
- | | _________
- | o o |
- | \ |
- | \ |
- \___o___/
- | | .
- \ / .
- \_______/ - - - - - - - - - - - -
- bottom of both
-
- ._ _ _ _ _ _ _ _ _ _ _ _
- . .
- . . _ _ _ _ _ _ _ _ _ _
- . . . .
- JP2 top JP1 top . .
- | | . .
- | | _________
- | o o |
- | / |
- | / |
- \___o___/
- | | .
- \ / .
- \_______/ - - - - - - - - - - - -
- bottom of both
- -----------------------------------------------------------------
- IF YOUR MACHINE DOES HAVE THE CAPACITOR:
-
- Cut both sides. (Note: if you started with a Japanese Mega Drive the
- capacitor will be on the side labelled X instead)
-
- Original state of machine: After cutting:
-
- JP2 top JP1 top JP2 top JP1 top
- | | | |
- | | | |
- | |
- | |
- | | |
- X | ### X | ###
- | ### | ###
- | ### | ###
- \ / \ /
- \_______/ \_______/
- bottom of both
-
- add switch which can be in one of two positions:
-
- JP2 top JP1 top (Connect 2 to 2
- | | and 1 to 1)
- | |
- 2 1 2 1 1 2
- ______________
- _ _ _ _ _ _ _ _ _ _ | o o o o |
- | ` | \ \ |
- X | ###` ` | \ \ |
- | ### ` ` \____o__o____/
- | ### ` ` ' '
- \ / ` `- - - - -' '
- \_______/ ` _ _ _ _ _ _ _ _ '
- bottom of both
-
- JP2 top JP1 top (Connect 2 to 2
- | | and 1 to 1)
- | |
- 2 1 2 1 1 2
- ______________
- _ _ _ _ _ _ _ _ _ _ | o o o o |
- | ` | / / |
- X | ###` ` | / / |
- | ### ` ` \____o__o____/
- | ### ` ` ' '
- \ / ` `- - - - -' '
- \_______/ ` _ _ _ _ _ _ _ _ '
- bottom of both
-
-
- 50/60 hertz switch.
-
- You can build a 50/60 hertz switch on a Genesis/Mega Drive like a language
- switch, but using jumpers JP3 and JP4. The standard setting is 50 in PAL areas
- such as Europe, and 60 in NTSC areas like the US and Japan. In the 60 hertz
- mode, the game is faster and the screen taller; however, not all TVs and
- monitors in Europe can display this mode.
-
- There is some way to build such a switch on a SNES. I don't know how.
-
- Some American/Japanese games are protected to keep Europeans from playing them;
- this protection checks the 50/60 hertz setting. You can usually get around it
- by installing the switch and switching when starting the game, then switching
- back afterwards.
-
- Many European games are simple ports of American or Japanese games and are not
- redesigned for 50 hertz, so work faster and with "better" screen proportions
- if played at 60 hertz.
-
-
- Genesis/Mega Drive dual version (language switch) list:
-
- Bonanza Brothers: Game plays in Japanese. (Maybe. There seems to be more
- than one version floating around.)
- Columns: Game plays in Japanese.
- *Cyberball: Japanese version has a modem option.
- Dragon's Fury: Works only with language set to English. The original,
- Devil's Crush MD, works either way.
- Dynamite Duke: Harder on the Mega Drive.
- Elemental Master: Harder on the Mega Drive.
- Fatal Labyrinth: Game plays in Japanese.
- Fire Shark: Different title screen with Kanji.
- Flicky: Characters have Japanese names and instructions are in Japanese.
- Forgotten Worlds: Game plays in Japanese.
- Gaiares: only mentions the Japanese licensee on the title screen, and has
- Japanese text; you can also select Japanese text from the option screen.
- Gauntlet IV: The game has lockout, but you can flick the switch and then
- reset. The Japanese version has Japanese text (sound stays English), says
- "Megadrive", and has a Gauntlet (not Gauntlet IV) logo on the game screen.
- If you reset too late, you may have to select the text language manually.
- Ghostbusters: Game plays in Japanese.
- Ghouls and Ghosts: Different title screen with Kanji. To see it on a
- Genesis, select the last music and sound (26 and 56) from the options screen,
- then press lower left; A, B, or C; and Start all at the same time. (I never
- tried this, but Gamepro magazine claimed it works.) The game shows some other
- Japanese text, and when you die during a boss you start out earlier.
- Herzog Zwei: company's name is spelled "Tecnosoft".
- Insector X: Title screen refers to company as Hot-B, not Sage's Creation.
- The MD version shoots more slowly. The ending text is still English.
- *Marvel Land: The Japanese version says "for Mega Drive" or "for Genesis"
- but the language stays Japanese. (What does an English version do?)
- Monaco GP: Game plays in Japanese (also an option on the option screen).
- Mystic Defender: This game is actually the anime-based Kujaku-Ou (Peacock
- King) 2 game. In Japanese mode, the opening text is replaced by a graphics
- screen (never seen in the US version) with Japanese. The levels have names,
- the main character wears a white robe, the lightning magic effect is different,
- and the character is named Kujaku in the ending text (which is still English).
- Outrun: The attract mode lacks sound, the startup screen says "push" (not
- "press") start button, and "(C) Sega 1986, 1991" is printed in reverse order.
- The default options are KM/H and a different button selection (but can still be
- changed on the option screen).
- Quackshot: Game plays in Japanese.
- Raiden Trad: The "licensed to Sega" line is absent on both title screens,
- and the second title screen includes only the Japanese part instead of the
- non-Japanese part of the first one.
- Revenge of Shinobi: Title changes to Super Shinobi; credits show at the end.
- Rolling Thunder II: The Japanese version only works on a Japanese setting.
- The US version works either way (and isn't bilingual).
- Sonic the Hedgehog II: Tails is renamed to "Miles".
- Streets of Rage: Title screen changes to Bare Knuckle, and all text is in
- Japanese, including the introduction. The clock resets when you encounter the
- bosses.
- Streets of Rage II: Turns to Bare Knuckle II, and renames Skate to Sammy --
- _if_ you change the setting sometime after turning the machine on (to skip the
- lockout).
- Super Hang-On: Plays in Japanese, which is also accessible with A+B+C on
- the logo screen.
- Thunder Force II: Title screen has "MD" on it, and company name is
- "Tecnosoft".
- Thunder Force III: company's name is spelled "Tecnosoft".
- *Thunder Storm FX (CD): Turns to Cobra Command in US mode.
- Truxton: Japanese title is Tatsujin.
- Twin Hawk: Different title screen with Kanji.
- *Wrestle War: The wrestler is blond on a Genesis and black-haired on a MD.
-
- * Information from testing a Japanese game
-
- Most games with a standard "Sega TM" screen also omit the TM when played in
- Japanese mode, even if the game isn't otherwise bilingual.
-
- Most of the Japanese has been removed from the Sega CD versions of Columns,
- Revenge of Shinobi, and Streets of Rage.
-
-
- Neo-Geo dual version:
-
- Games do do different things in Japanese and American systems, though nobody
- has figured out yet how to make a switch for it. The most infamous case is
- Samurai Shodown (Samurai Spirits in Japanese), which has blood and violence
- removed in the American version (home only).
-
-
- PC Engine/TG-16 pinout.
-
- This information was posted by David Shadoff (david.shadoff@canrem.com)
- and is mostly verbatim:
-
- Notes:
- (1) For reference, pin 1 is the short pin (on the left, if the card
- is to inserted forwards), pin 38 is the long pin on the right.
- (2) * - means I think this is what it is
- ** - means I don't know
- (bar) - means it is an active-while low condition (usually denoted
- by a bar over top)
- (3) I'm telling you all I know (which really isn't much), and it may
- contain errors, also - I will not be held responsible for errors
- in this list. (or any damages resulting from the use of, or
- inability to use, this information, etc...)
-
- Pin Use
- --- ---
- 1 ** 20 D4
- 2 ** 21 D5
- 3 A18* 22 D6
- 4 A16 23 D7
- 5 A15 24 CE (bar) - chip select
- 6 A12 25 A10
- 7 A7 26 OE (bar) - output enable
- 8 A6 27 A11
- 9 A5 28 A9
- 10 A4 29 A8
- 11 A3 30 A13
- 12 A2 31 A14
- 13 A1 32 A17
- 14 A0 33 A19*
- 15 D0 34 R/W (bar over W) - read/write
- 16 D1 35 **
- 17 D2 36 **
- 18 Gnd 37 **
- 19 D3 38 +5V
-
- It is interesting to note that pins 6 thru 29 are basically exact
- duplicates of the functions of pins 2 thru 25 on a 2764 EPROM.
- Obviously, the design of the chip's die was not a complete re-work;
- it just sits on a different package.
-
- I got this information from tracing address- and data-paths through
- the PC-E to the 2K static RAM (which has a known pinout), and
- extending that information by reviewing an NEC data book on their
- 1-Megabit factory-programmed PROM's (it's an old data book, so I
- couldn't go any further).
-
- The TG-16 differs from the PC-E in that the D0-7 datalines are
- reversed (actually, the PROM is programmed that way, and the wires
- leading to the data bus in the machine are reversed). I have
- shown here, the card pinout (which does not differ). I believe
- that this is the PC-E port pinout (TG-16's just reverse the data
- lines' order; swap 0 for 7, 1 for 6, 2 for 5, and 3 for 4).
- -
- Additional information: to copy a TG-16 game to work on a PC Engine with
- copier, reverse the bit order. There is then a sequence of code which checks
- what machine the game is running on: all known examples start with 78 54 A9,
- have the letters NEC at offset 15 hex, and an F0 at offset 0B. If the F0 is
- changed to an 80 (changing a conditional jump to an unconditional jump), the
- game will work on both PC Engine and TG-16.
-
- This code sequence is usually at the start of the game, but can be in other
- places.
-
- Section 9: Game Magazines
- =========================
-
- British magazines: To order a British magazine, call first; pay with a VISA
- card or an International Money Order:
-
- Title: Computer + Video Games (computer and console games)
- Title: Nintendo Magazine System Mean Machines (Nintendo)
- Title: Mean Machines Sega (Sega)
- Phone: (0858) 410510
-
- Title: ZONE (console games)
- Phone: (071) 580 8908
-
- Title: Sega Pro (Sega only)
- Phone: (0225) 765086
-
- Title: Sega Force (Sega only)
- Phone: (051) 357 1275
-
- Title: TOTAL (Nintendo only)
- Phone: (0458) 74011
-
-
- Section 10: Other FAQ's/regular postings/mailing lists
- ======================================================
-
- NOTE: A "list" is not a mailing list unless it _says_ "mailing list".
-
- Anime video games list: maintained by me (arromdee@jyusenkyou.cs.jhu.edu).
-
- Japanese video game source list: maintained by Steve Pearl (pearl@
- remus.rutgers.edu). The list can be ftp'ed from romulus.rutgers.edu
- (128.6.13.2).
-
- The Lynx cheat list is on atari.archive.cc.umich.edu.
-
- Lynx FAQ: maintained by Robert Jung (rjung@netcom.com).
-
- Jaguar FAQ: maintained by Robert Jung (rjung@netcom.com).
-
- Game Gear FAQ: send mail to Tony Clark (tclark@hptc.mentorg.com).
-
- Sega Saturn FAQ: send mail to hill931@raven.csrv.uidaho.edu.
-
- Game Boy FAQ: send mail to Marat Fayzullin (fms@wam.umd.edu).
-
- Game Boy email server: send a message to gameboy@mentor.cc.purdue.edu with a
- subject of ARCHIVE and a body consisting of commands (try 'help', 'filelist').
-
- SNES spoiler list: maintained by Tony Iaconetti (iaconetti_a@spcvxa.spc.edu).
-
- SNES review list: ftp brownvm.brown.edu, cd james.394.
-
- SNES mailing list: send mail to SNES-Request@spcvxa.spc.edu.
-
- SNES ftp site: 140.104.1.249.
-
- Genesis and Sega CD cheat/hint list: formerly maintained by Bob Rusbasan
- (rrusbasa@nyx.cs.du.edu). Now in limbo.
-
- "Secrets of the Sega Sages": maintained bu Brian Preble (rassilon@ai.mit.edu).
- Can be found in the Sega archives on sunsite.unc.edu and ftp.cica.indiana.edu.
-
- Game Genie/Gold Finger/Action Replay code server: send mail to
- game-genie-serv@nvc.cc.ca.us (or gold-finger-serv or action-replay-serv). The
- server accepts a help command. (This server will
- translate between GG and GF formats for you.)
-
- Neo-Geo FAQ: maintained by Ralph A. Barbagallo III (nugget@genesis.nred.ma.us).
-
- TG-16 cheat list/FAQ: maintained by Steve Pearl (pearl@remus.rutgers.edu).
-
- TG-16 mailing list: send mail to turbo-list-request@cpac.washington.edu.
-
- Vectrex FAQ: maintained by Gregg Woodcock (woodcock@sdf.lonestar.org).
-
- Street Fighter II archive/FAQ: available on altair.krl.caltech.edu in
- /pub/sf2. This also has a lot of other moves lists.
-
- Move lists: ftp netcom.com, pub/vidgames/faqs.
-
- Classic system cartridge server: send mail to mail-server@xocolatl.com with
- "send CARTS.LST" as the body.
-
- Game system development mailing lists: send a message to listserv@
- busop.cit.wayne.edu with the line "SUBSCRIBE FAMIDEV" (or MEGADEV). There
- is an ftp site with hardware information on busop.cit.wayne.edu. There seem
- to be other lists there, details of which I'm not sure.
- --
- Ken Arromdee (email: arromdee@jyusenkyou.cs.jhu.edu)
- ObYouKnowWho Bait: Stuffed Turkey with Gravy and Mashed Potatoes
-
- "You, a Decider?" --Romana "I decided not to." --The Doctor
-