He recopilado esta información importante para el mundo de las consolas clásicas de 8 y 16 bits por si en el futuro se pierda la Web propietaria.
Dicha Web no se actualiza desde hace años. Así que esta obra seguirá su curso por si en el futuro, su autor lo actualice.
Electrónica PIC
http://electronica-pic.blogspot.com.es
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Recopilación de información sobre la Web http://nintendoallstars.w.interia.pl por si en el
futuro desaparece de los servidores.
Hay mucha información sobre las ROM, placas y EPROM de todo tipo para montar varios
juegos en un mismo cartucho y más detalles.
ÍNDICE:
Nintendo NES …….……………………………………………………………………………………………….…….…. 2.
Super Nintendo SNES ………………………………………………………………………………………..……… 129.
Sega Mega Drive / Genesis …………………………………………………………………………………..…… 482.
Sega Master System ……………………………………………………………………………………………….… 500.
Nec PC-Engine / Turbo Grafx 16 ………………………………………………………………………………... 504.
Atari 2600/5200/7800 …………………………………………………………………………………………….… 511.
Nintendo Virtual Boy ………………………………………………………………………………………………... 517.
Atari Jaguar …………………………………………………………………………………………………………….... 521.
Atari Lynx ………………………………………………………………………………………………………………..... 532.
Epr/Eepr/Flash Memory pinouts ………………………………………………………………………….……. 535.
Autores ……………………………………………………………………………………………………………………… 547.
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Readme-readme-Readme
All ROMs of this same type must peaceable and correctly will worked on
programmable cart this of oneself type (but not always). Programable carts
of type MMC1 and MMC3 must make in two versions: one working with
two sockets - one socket for PRG ROM and next socket for CHR ROM,
second version of cart with one socket for PRG ROM and built-in CHR RAM
(8KB). When make programable carts you must always (but not required)
choose carts with built-in memories for WRAM/PRG RAM/SRAM and built-
in battery for saves. UNROM and AOROM(ANROM) dev-carts make in one
type with socket for PRG ROM and built-in CHR RAM (8KB). CNROM
(NROM) dev-cart always have two sockets: one for PRG ROM and second
socket for CHR ROM and must have switch on cart for HORIZONTAL and
VERTICAL mirroring.
MOBILE SRAM MEMORY
8KB memory (6264) connected together with CR2032
battery
This "mobile" memory is very useful for NES/FC
cartridges without BATTERY but with WRAM
memory socket (28pin 6264 8KB/64Kbits)
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But sometimes NES carts have problem with M-SRAM
contain resistors, then BATTERY "+" voltage mus be
connect directly to pin #28 of SRAM (only, without any
resistors/diodes)
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Pin #02 in CHR-ROM is connected to cart connector pin #21 in NES or
pin #17 in FAMICOM (CHR /RD)
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Pin #31 in CHR-ROM is connected to cart connector pin #65 in NES or
pin #56 in FAMICOM (CHR /A13)
UNROM carts modifi only to 128KB (A16) because this mapper work
only with this size of ROM's
AOROM - only 256KB
ANROM - only 128KB
MAKING NROM/CNROM CART:
If you want make only NROM (mapper 0) and CNROM eprom-cart you
don't need modifi original cart - only need desolder ROM and solder
28pin socket on cart and install simple V/H switch (this cart works with
27C64,27C128,27C256 eproms (also 2764,27128,27256) and 29F256 flash
memories)
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Prepare ROM file for write to EPROM/FLASH
Prepare ROM file for write to EPROM
Using HEX editor:
Open ROM with any HEX editor software and mark first 16bytes header
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Now file have 524288 bytes, if ROM have ONLY 512KB PRG ROM and
doesent have CHR ROM, then this file is READY for write to EPROM/FLASH.
If not, you must SPLIT file into two parts (first 256KB and second 256KB)
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SNES ROM's have 512byte HEADERs
SPLIT ROM FILE USING WINDOWS COMMANDER (TOTAL
COMMANDER)
256KB NES ROM Example - 128KB PRG & 128KB CHR:
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Then set file size number (for this example set "128 kb" - this option make
two 131072 byte files)
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Now rename xxxx.001 and xxxx.002 files into xxxx001.bin and xxxx002.bin
(this two files is READY for write to EPROM/FLASH)
Using WINDOWS (TOTAL) COMMANDER you can also prepare SNES ROM's.
How to split 4MB ROM: first remove header (you mus have 4194304 bytes
file), then set "1024 kb" in split file window for make four 1048576 byte
files (ready for write to four 27C801 EPROMS)
PREPARE SNES ROM FILE USING SNES-TOOL:
Before prepare, try FIX ROM file with "SLOW ROM FIX" if you have slow
EPROMS than 120NS (all 150ns, 200ns chips) and use REGION FIX like "fix
for PAL" or "fix for NTSC" (for best results try ask on many FORUMS
(discussion boards) which one ROM regire which type of FIX)
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Select "Split" option and select ROM file and set size of split (if you want
write ROM into 512KB 27C040 EPROMS then set "Mbit 04" if you want use
27C801 EPROMS the set "Mbit 08"
Now you must once more select "Delete header" option and select first
xxxxx .1 file (this will delete headers from splittet files
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Now you have Ready for write to EPROMS four 1048576 byte files
ROM file sizes (without any headers)
***
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Pin #02 in CHR-ROM is connected to cart connector pin #21 in NES or
pin #17 in FAMICOM (CHR /RD)
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Pin #31 in CHR-ROM is connected to cart connector pin #65 in NES or
pin #56 in FAMICOM (CHR /A13)
UNROM carts modifi only to 128KB (A16) because this mapper work
only with this size of ROM's
AOROM - only 256KB
ANROM - only 128KB
MAKING NROM/CNROM CART:
If you want make only NROM (mapper 0) and CNROM eprom-cart you
don't need modifi original cart - only need desolder ROM and solder
28pin socket on cart and install simple V/H switch (this cart works with
27C64,27C128,27C256 eproms (also 2764,27128,27256) and 29F256 flash
memories)
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Pin #02 in CHR-ROM is connected to cart connector pin #21 in NES or
pin #17 in FAMICOM (CHR /RD)
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Pin #31 in CHR-ROM is connected to cart connector pin #65 in NES or
pin #56 in FAMICOM (CHR /A13)
UNROM carts modifi only to 128KB (A16) because this mapper work
only with this size of ROM's
AOROM - only 256KB
ANROM - only 128KB
MAKING NROM/CNROM CART:
If you want make only NROM (mapper 0) and CNROM eprom-cart you
don't need modifi original cart - only need desolder ROM and solder
28pin socket on cart and install simple V/H switch (this cart works with
27C64,27C128,27C256 eproms (also 2764,27128,27256) and 29F256 flash
memories)
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Mobile S-RAM 8KB connected together with battery
MOBILE SRAM MEMORY
8KB memory (6264) connected together with CR2032
battery
This "mobile" memory is very useful for NES/FC
cartridges without BATTERY but with WRAM
memory socket (28pin 6264 8KB/64Kbits)
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But sometimes NES carts have problem with M-SRAM
contain resistors, then BATTERY "+" voltage mus be
connect directly to pin #28 of SRAM (only, without any
resistors/diodes)
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NES/FAMICOM ROM List
NES NROM List
NES MMC1 List
NES UNROM List
NES CNROM List
NES MMC3 List
NES MMC5 List
NES AOROM/ANROM List
NES Other List
***
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NES hardware pinouts and info
NES Cart Types
--- ---- -----
By:
Kevin Horton
khorton@iquest.net
V2.00 Last modified on 10/6/97
V2.01 MMC3 pinout fixed 9/18/99
I have devised a few naming conventions to make describing how the NES
'ticks' easier. I'll try to use conventional names where applicable,
but I had to create some new ones. If possible, I use Nintendo's own
naming conventions; i.e. MMC, CHR ROM, etc.
CIRAM: This is the internal 2K of video RAM located at 0000-1FFF in
the
PPU's address space. It stands for 'Character Internal RAM'
P-ROM: Same as PRG ROM, or VROM.
C-ROM: Same as CHR ROM.
C-RAM: Same as CHR RAM.
PPU access: You have A0-A13, /A13, D0-D7, /WR and /RD. A13 is
usually
connected to /CE of the CIRAM to enable it for addresses 0000-1FFF.
Likewise, /A13 is usually used to enable the C-ROM or C-RAM on the
cart
(which is then mapped into 2000-3FFF).
Related to the PPU is the CIRAM. You have two lines of it to use as
you
see fit. There are many ways they can be put to use...
1) You can disable the CIRAM all together by pulling pin 57 high. You
can
then place 4K of RAM onto the bus with it's /CE tied to pin 58. This
will place that 4K of RAM at 0000-1FFF. Gauntlet is an example of a
cart
that does this. (The carts I've seen use a 6264 8K RAM with A12 tied
low so it's effectively 4K).
2) Horizontal / Vertical mirroring. A10 of the CIRAM was brought out
to
the cart edge for just this reason. If you tie it to A10, you'll get
vertical mirroring; since the first two banks will be in sequence.
However, if you tie it to A11, you'll get horizontal mirroring;
adjacent
twin banks will be the same.
3) The MMCs can control the A10 line of the CIRAM to change either the
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GND |02 47| GND
Audio In |03 46| NC
R/W |04 45| Out2 (from CPU)
A15 |05 44| Out1 (from CPU)
cart con. pin #51 |06 43| Out0 (from CPU- strobe on
sticks)
Cart con. pin #52 |07 42| Cart con. pin #16
Cart con. pin #53 |08 41| Cart con. pin #17
Cart con. pin #54 |09 40| Cart con. pin #18
Cart con. pin #55 |10 39| Cart con. pin #19
/OE for stick 2 |11 38| Cart con. pin #20
Player #1 D1 |12 37| /OE for stick 1
Player #1 D3 |13 36| Player #1 D4
/IRQ |14 35| Player #1 D0
Player #2 D2 |15 34| /OE for stick 1
Player #2 D3 |16 33| Player #1 D2
/OE for stick 2 |17 32| D0
Player #2,D4 |18 31| D1
Player #2,D0 |19 30| D2
Player #2,D1 |20 29| D3
Audio out |21 28| D4
Video out |22 27| D5
+9V |23 26| D6
4.00MHz CLK |24 25| D7
+-------/
Expansion Connector
Joypad Connector (player 1 and player 2 have identical pinouts)
---------------------------------------------------------------
+-
GND - |O
CLK - |OO - +5V
Strobe - |OO| - D3
D0 - |OO| - D4
+--+
Joypad connector (front view)
D0, D3 and D4 connect to the data bus via a 74368 hex inverting
tristate
buffer. The strobe line of both pads connect to pin 39 of the CPU.
CLK is connected to the /OE line of it's respective 74368, which also
connects to either pin 36 or 35 of the CPU depending if it's player
#1 or #2 (respectively).
Each pad contains a 4021 8-bit shift register. To read the button
states, you first pull pin 39 high then low:
LDX #$01
STX $4016
DEX
STX $4016
You then read $4016 (or $4017 for player 2) to get the button status
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one button at a time (Each read clocks the shift register, getting the
next data bit ready to be read). Some games require exactly $40 or
$41 to be returned from an LDA $4016 (or $4017). This is bad coding
style, since only D0-D4 are connected. So, the upper three bits
are supposidly 'undefined'. However, if you examine exactly what's
going
on, you can see why it returns $40 or $41.
Since the inputs to the tristate buffer are all pulled high via
resistors,
and that the buffer is inverting, you will see the lower 5 bits as 0
when
they are read. Since D4-D1 are usually not used (only the light gun
and
expansion connector connect to them) and D0 is the data input from the
joypad, the lower 5 bits will be either 00000b or 00001b depending on
if
a button is down (1) or up (0). So, that takes care of D0-D4. D5-D7
are
not connected to anything related to joypad reading, so they will pick
up
'garbage' off the data bus during a joypad read. But, they always
seem to
pick up 010xxxxxb (where xxxxx is from the joypads). If we examine
the
opcodes that the processor executes, it will be clear:
8100: $A9 ;opcode for LDA
8101: $16 ;lower byte of address
8102: $40 ;upper byte of address
As you can see, the last byte that happens to hit the data bus *right*
before the read is $40 - the same value we see when we do a joypad
read!
This is because the capacitance of the data line 'stores' the value
that
was last on it in the stray capacitance of the drivers, circuit
traces,
cart connector, etc.
To test the theory is pretty simple. Instead of doing an LDA $4016,
do an indirect LDA instead:
8100: LDA #$16
8102: STA $80
8104: LDA #$40
8106: STA $81
8108: LDA ($80)
Because this takes more space and more cycles than a simple LDA $4016,
this method is of course never used. It can be used to detect if
you're
running on an emulator or not though. ;-) The 'correct' way to read
the
joypad is:
8100: LDA $4016
8103: AND #$01
This will strip the invalid bits and avoid any chance for error. The
way I would read the pads is like so:
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8100: LDX #001h
8102: STX 04016h
8105: STX pad1
8107: DEX
8108: STX 04016h ;latch in joypad reading
810B: ROR 04016h ;get lower 1, RMW is OK since 0 will be written to
4016.0
810E: ROL pad1 ;save button
8110: BCC 0810Ch ;do all 8
8112: RTS ;done
This piece of code first strobes the sticks to 'lock' the button
values
in, then it grabs the first button status and rotates it into the
carry
flag. The X register is then transferred to the Acc. so the button
value can be shifted into it. It's moved back to X, and the Y
register
is decremented once. The whole cycle repeats 8 times, whereby a
complete
byte is formed containing the status of all 8 buttons.
Chip pinouts
------------
Signal types are listed in parenthesis:
(r) this line goes to the ROM only.
(s) this line is Shared between the ROM, MMC/chip, and Nintendo
(n) this line connects to the NES cart edge only, and not the ROM
(w) this line connects to the WRAM only and nowhere else
MMC1 Chip: (24 pin shrink-DIP)
----------
Comes in several varieties: 'MMC1', 'MMC1A', and 'MMC1B2'
.---/---.
PRG A14 (r) - |01 24| - +5V
PRG A15 (r) - |02 23| - M2
PRG A16 (r) - |03 22| - PRG A13 (s)
PRG A17 (r) - |04 21| - PRG A14 (n)
PRG /CE (r) - |05 20| - PRG /CE (n)
WRAM CE (w) - |06 19| - PRG D7 (s)
CHR A12 (r) - |07 18| - PRG D0 (s)
CHR A13 (r) - |08 17| - PRG R/W
CHR A14 (r) - |09 16| - CIRAM A10 (n)
CHR A15 (r) - |10 15| - CHR A12 (n)
CHR A16 (r) or WRAM /CE (w) - |11 14| - CHR A11 (s)
GND - |12 13| - CHR A10 (s)
`--------'
MMC1
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MMC2 Chip: (40/42 pin shrink-DIP)
----------
Comes in one flavour: 'MMC2 RD387-001'
.----/----.
| |
GND - |XX XX| - +5V
M2 - |01 40| - +5V
PRG A14 (n) - |02 39| - GND
PRG A13 (n) - |03 38| - CIRAM A10 (n)
PRG A15 (r) - |04 37| - CHR A15 (r)
PRG A14 (r) - |05 36| - CHR A12 (r)
PRG A12 (s) - |06 35| - CHR A14 (r)
PRG A13 (r) - |07 34| - CHR A12 (n)
PRG A16 (r) - |08 33| - CHR A13 (r)
PRG /CE (r) - |09 32| - CHR A16 (r)
PRG D4 (s) - |10 31| - CHR A8 (s)
PRG D3 (s) - |11 30| - CHR A5 (s)
PRG D0 (s) - |12 29| - CHR A9 (s)
PRG D1 (s) - |13 28| - CHR A4 (s)
PRG D2 (s) - |14 27| - CHR A11 (s)
PRG R/W (n) - |15 26| - CHR A3 (s)
PRG /CE (n) - |16 25| - CHR A7 (s)
CHR /RD (s) - |17 24| - CHR A2 (s)
CHR A0 (s) - |18 23| - CHR A10 (s)
CHR A6 (s) - |19 22| - CHR A1 (s)
GND - |20 21| - CHR /CE (s)
| |
`----------'
MMC2
(note: the pins marked with 'X's are optional; they are only used if
the MMC2 were to be 42 pins instead of 40.)
MMC3 Chip: (44 pin QFP)
----------
Comes in three types: 'MMC3A', 'MMC3B', and 'MMC3C'
33 23
| |
.-------.
34-| |-22
| MMC3B |
44-| |-12
-------'
| |
1 11
Pin# Function Pin# Function
---- -------- ---- --------
1 - ??? *1 23 - PRG A18 (r)
2 - CHR A10 (r) 24 - PRG A13 (n)
3 - CHR A12 (n) 25 - PRG A17 (r)
4 - CHR A11 (n) 26 - PRG /CE (r)
5 - CHR A10 (n) 27 - +5V
6 - GND 28 - GND
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7 - CHR A13 (r) 29 - M2
8 - CHR A14 (r) 30 - WRAM /CE (w)
9 - CHR A12 (r) 31 - PRG D7 (s)
10 - CIRAM A10 (n)*32 - PRG A0 (s)
11 - CHR A15 (r) 33 - PRG D6 (s)
12 - CHR A17 (r) 34 - PRG D0 (s)
13 - /IRQ 35 - PRG D5 (s)
14 - PRG /CE (n) 36 - PRG D1 (s)
15 - GND 37 - PRG D4 (s)
16 - ??? *2 38 - PRG D2 (s)
17 - PRG R/W (n) 39 - PRG D3 (s)
18 - PRG A15 (r) 40 - GND
19 - PRG A13 (r) 41 - WRAM CE (w)
20 - PRG A14 (n) 42 - WRAM /WE (w)
21 - PRG A16 (r) 43 - CHR A11 (r)
22 - PRG A14 (r) 44 - CHR A16 (r)
*: On Gauntlet, this is unused.
*1: PINS 1 & 2. Sometimes these are connected together. If they are
not,
pin 1 is left floating.
*2: PIN 16. Sometimes this is connected to ground. Other times it is
left
floating.
It seems that pins 1,2 & 16 are related; pins 1 & 2 are shorted as are
pins
15 and 16. Or else pisn 1 & 2 are left open as well as 15 & 16. I've
never
seen say, pins 1 & 2 shorted while pin 16 was open or vice-versa. I
suspect
they relate to extra RAM in the CHR section.
MMC4 Chip:
----------
No info as of yet- tell me which carts have MMC4's in 'em!
MMC5 Chip: (100 pin QFP)
----------
Only comes in one type: 'MMC5'
80 51
| |
.----------------.
81-| |-50
| MMC5 |
100-| |-31
----------------'
| |
1 30
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Pin# Function Pin# Function Pin# Function Pin# Function
---- -------- ---- -------- ---- -------- ---- --------
1 - RC0 *1 26 - CHR A11 (n) 51 - PRG A6 (s) 76 - /WE (w)-
all
2 - RC1 *1 27 - CHR A12 (n) 52 - PRG A7 (s) 77 - NC
3 - RC2 *1 28 - CHR A13 (n) 53 - PRG A8 (s) 78 - NC
4 - +5V 29 - NC 54 - PRG A9 (s) 79 - M2 (n)
5 - CHR A0 (s) 30 - NC 55 - PRG A10 (s) 80 - GND
6 - CHR A1 (s) 31 - CIRAM /CE (n) 56 - VCC of RAM (w)81 - NC
7 - CHR A2 (s) 32 - CIRAM A10 (n) 57 - +Vbatt 82 - NC
8 - CHR A3 (s) 33 - CHR /WR (n) 58 - PRG A11 (s) 83 - CE (w)-
all
9 - CHR A4 (s) 34 - CHR /RD (s?) 59 - PRG A12 (s) 84 - CHR D0
(s)
10 - CHR A5 (s) 35 - /IRQ (n) 60 - PRG A13 (r) 85 - CHR D1
(s)
11 - CHR A6 (s) 36 - PRG D0 (s) 61 - PRG A14 (r) 86 - CHR D2
(s)
12 - CHR A7 (s) 37 - PRG D1 (s) 62 - PRG A15 (r) 87 - CHR D3
(s)
13 - CHR A8 (s) 38 - PRG D2 (s) 63 - PRG A16 (r) 88 - CHR D4
(s)
14 - CHR A9 (s) 39 - PRG D3 (s) 64 - PRG A17 (r) 89 - CHR D5
(s)
15 - CHR A10 (r) 40 - PRG D4 (s) 65 - PRG A18 (r) 90 - CHR D6
(s)
16 - CHR A11 (r) 41 - PRG D5 (s) 66 - PRG A19 (r) 91 - CHR D7
(s)
17 - CHR A12 (r) 42 - PRG D6 (s) 67 - PRG A13 (n) 92 - NC
18 - CHR A13 (r) 43 - PRG D7 (s) 68 - PRG A14 (n) 93 - NC
19 - CHR A14 (r) 44 - +5V 69 - A13 (w)-all# 94 - CHR A0
(r) *2
20 - CHR A15 (r) 45 - PRG A0 (s) 70 - A14 (w)-all 95 - CHR A1
(r) *2
21 - CHR A16 (r) 46 - PRG A1 (s) 71 - /CE (w)-0 96 - CHR A2
(r) *2
22 - CHR A17 (r) 47 - PRG A2 (s) 72 - /CE (w)-1 97 - CL3 *2
23 - CHR A18 (r) 48 - PRG A3 (s) 73 - NC 98 - SL3 *2
24 - CHR A19 (r) 49 - PRG A4 (s) 74 - PRG /CE (r) 99 - GND
25 - CHR A10 (n) 50 - PRG A5 (s) 75 - NC 100 - RC3 *1
#: This pins have not been confirmed, and their use has been
extrapolated
by the use of adjacent pins.
*1: PINS 1,2,3 & 100. These appear to be some form of data input.
They are
un-used on this particular board (Castlevania 3), and their exact
purpose is unknown; however pin #54 of the cart connects to this extra
circuitry. this pin only connects to the access port underneath the
NES unit, so I doubt if this was ever used in any cart.
*2: PINS 94 thru 98. These set the cart in either SL or CL mode. I
have no
clue what the diffrence between the two modes are; the cart I checked
(Castlevania 3) was set to CL mode.
To set to CL mode:
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Connect CHR A0 from the NES to A0 on the CHR ROM.
Connect CHR A1 from the NES to A1 on the CHR ROM.
Connect CHR A2 from the NES to A2 on the CHR ROM.
Connect pins 97 and 98 together.
Leave pins 94,95 & 96 floating on the MMC5
To set to SL mode:
Connect pin 94 of the MMC5 to A0 of the CHR ROM.
Connect pin 95 of the MMC5 to A1 of the CHR ROM.
Connect pin 96 of the MMC5 to A2 of the CHR ROM.
Connect pin 98 to ground.
Leave pin 97 floating.
The difference between the two modes is unknown.
MMC6 Chip: (64 pin QFP)
----------
There is one known flavour: 'MMC6B' I suspect there may be an 'A'
rev. also.
48 33
| |
.---------.
49-| |-32
| |
| MMC6B |
| |
64-| |-17
---------'
| |
1 16
Pin# Function Pin# Function
---- -------- ---- --------
1 - PRG A13 (n) 33 - R/W
2 - M2 34 - PRG D2 (s)
3 - GND 35 - PRG D3 (s)
4 - GND 36 - PRG D1 (s)
5 - GND 37 - GND
6 - NC 38 - +batt
7 - GND 39 - PRG D4 (s)
8 - +5V 40 - PRG D0 (s)
9 - +5V 41 - PRG D5 (s)
10 - +batt 42 - PRG A0 (s)
11 - GND 43 - PRG D6 (s)
12 - +5V 44 - PRG A1 (s)
13 - threshold 45 - PRG D7 (s)
14 - CHR A10 (n) 46 - PRG A2 (s)
15 - CHR A11 (n) 47 - PRG /CE (r)
16 - NC 48 - PRG A3 (s)
17 - CHR A10 (r) 49 - PRG A4 (s)
18 - CHR A16 (r) 50 - PRG A16 (r)
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19 - CHR A11 (r) 51 - PRG A5 (s)
20 - CHR A12 (n) 52 - PRG A6 (s)
21 - CHR A13 (r) 53 - PRG A9 (s)
22 - CHR A12 (r) 54 - PRG A7 (s)
23 - CHR A14 (r) 55 - PRG A8 (s)
24 - GND 56 - +batt
25 - +batt 57 - GND
26 - CHR A18?(r) 58 - PRG A12 (s)
27 - CIRAM A10 (n) 59 - PRG A13 (r)
28 - CHR /RD (s) 60 - PRG A15 (r)
29 - CHR /CE (s) 61 - PRG A14 (r)
30 - CHR A17 (r) 62 - PRG A18?(r)
31 - /IRQ 63 - PRG A14 (n)
32 - PRG /CE (n) 64 - PRG A17 (r)
Notes: A10 & A11 do not go to this chip.
Threshold: Tied to a resistor divider between +5V and GND;
resistor to +5V is 180 ohms, resistor to ground is 470 ohms.
LS161 bankswitching
-------------------
Quite a few carts seem to use either a single 74LS161, or a
combination
of an LS161 and LS32, or an LS161 and LS02.
There are two main styles of LS161-only carts:
NES-CN-ROM-256-[02,05]
----------------------
You can select either H or V mirroring; PRG ROM is *not* bankswitched
and is either 16K or 32K. CHR ROM, however is bankswitched. It's set
up as up to 4 8K pages. CHR ROM is either 16K or 32K.
.---/---.
+5V - |01 16| - +5V
PRG /CE - |02 15| - NC
PRG D0 - |03 14| - CHR A14 (r)
PRG D1 - |04 13| - CHR A13 (r)
PRG D4 - |05 12| - CHR A12 control
PRG D5 - |06 11| - CHR A11 control
GND - |07 10| - GND
GND - |08 09| - R/W
`--------'
'161
NES-AOROM-03
------------
Very similar to above; however cart does not bankswitch CHR area;
instead
just has an 8K RAM chip. P-ROM is 256K in both carts I have.
59. ROM Laboratory
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.---/---.
+5V - |01 16| - +5V
PRG /CE - |02 15| - NC
PRG D0 - |03 14| - PRG A15
PRG D1 - |04 13| - PRG A16
PRG D2 - |05 12| - PRG A17
PRG D4 - |06 11| - CIRAM A10
GND - |07 10| - GND
GND - |08 09| - R/W
`--------'
'161
NES-BN-ROM-01
-------------
Identical to above, except has a 28-pin 128K ROM instead.
NES-UN-ROM-05 & Konami #531320
------------------------------
This uses both an LS161 and an LS32. The ROM is set up like on a non-
bankswitched cart except this time only A0-A13 go to the ROM's A0-A13.
A14 is used to control the LS32 and hence which bank the processor
'sees'.
When A14 is high, it forces all the bankswitch address lines high; so
the
processor sees the last bank no matter what. When A14 is low, the OR
gates
will pass whatever is on the other input (which happens to be
connected
to the outputs of the '161). There is an 8K RAM for the CHR area.
The Konami board is functionally the same; however the routing is
slightly
different.
.---/---.
+5V - |01 16| - +5V
PRG /CE - |02 15| - NC
PRG D0 - |03 14| - Pin 13 of '32
PRG D1 - |04 13| - Pin 2 of '32
PRG D2 - |05 12| - Pin 9 of '32
GND - |06 11| - NC
GND - |07 10| - GND
GND - |08 09| - R/W
`--------'
'161
.---/---.
A14 - |01 14| - +5V
Pin 13 of '161 - |02 13| - Pin 14 of '161
ROM A15 - |03 12| - A14
60. ROM Laboratory
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GND - |04 11| - ROM A14
GND - |05 10| - A14
NC - |06 09| - Pin 12 of '161
GND - |07 08| - ROM A16
`--------'
'32
NES-ANROM-03
------------
This cart has an 8K RAM chip for the CHR area. It contains an LS161
for the selecting the current bank, and an LS02 to disable to PRG ROM
during any write to the bankswitch circuit. Marat was saying he
didn't
know why the programs would write to an address associated with a
bank;
i.e. To switch to bank #05:
LDA #$05
STA $FFF5
The reason is to avoid a bus conflict with the ROM; The ROM has the
value 0$5 stored in address $FFF5. This is required, because the ROM
is
*not* disabled during a data write to the ROM's area!!! However, the
LS02 added to this cart allieviates those problems. It disables the
ROM during any data write to the cart area.
.---/---.
+5V - |01 16| - +5V
PRG /CE - |02 15| - NC
PRG D0 - |03 14| - PRG A15
PRG D1 - |04 13| - PRG A16
+5V - |05 12| - NC
PRG D4 - |06 11| - CIRAM A10
GND - |07 10| - GND
GND - |08 09| - R/W
`--------'
'161
.---/---.
To pin 12 - |01 14| - +5V
R/W - |02 13| - To pins 8 & 9
R/W - |03 12| - To pin 1
NC - |04 11| - PRG /CE
GND - |05 10| - To /CE of ROM
GND - |06 09| - To pin 13
GND - |07 08| - To pin 13
`--------'
'02
61. ROM Laboratory
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CPU (p/n: RP2A03G)
-------------------
Pins 39,38, and 37 correspond to STA $4016 bits D0,D1, and D2 resp.
Pin 36 goes low during an LDA $4016, and pin 35 goes low during an
LDA $4017.
Audio 1 is the output for the two squarewave channels, and
Audio 2 is the output for triangle, noise, and PCM.
.----/----.
| |
Audio 1 - |01 40| - +5V
Audio 2 - |02 39| - Strobe on sticks
/RST - |03 38| - Exp. conn pin #44
A0 - |04 37| - Exp. conn pin #45
A1 - |05 36| - /OE for stick #1
A2 - |06 35| - /OE for stick #2
A3 - |07 34| - /NMI
A4 - |08 33| - R/W
A5 - |09 32| - /IRQ
A6 - |10 31| - M2
A7 - |11 30| - GND (Abort?)
A8 - |12 29| - 21.47727Mhz CLK
A9 - |13 28| - D0
A10 - |14 27| - D1
A11 - |15 26| - D2
A12 - |16 25| - D3
A13 - |17 24| - D4
A14 - |18 23| - D5
A15 - |19 22| - D6
GND - |20 21| - D7
| |
`----------'
CPU
PPU (p/n: RP2C02G)
-------------------
.----/----.
| |
/ VBL - |01 40| - +5V
| D0 - |02 39| - ALE
FROM / TO CPU | D1 - |03 38| - AD0
| D2 - |04 37| - AD1
Section | D3 - |05 36| - AD2
| D4 - |06 35| - AD3
| D5 - |07 34| - AD4
| D6 - |08 33| - AD5
| D7 - |09 32| - AD6
| A2 - |10 31| - AD7
| A1 - |11 30| - A8
| A0 - |12 29| - A9
62. ROM Laboratory
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| /CE - |13 28| - A10
| GND - |14 27| - A11
| GND - |15 26| - A12
| GND - |16 25| - A13
| GND - |17 24| - /RD
|CLK In - |18 23| - /WR
R/W - |19 22| - /RST
GND - |20 21| - Video Out
| |
`----------'
PPU
Galoob's Game Genie
-------------------
This intresting little device plugs between an NES cart and the
NES unit itsself. It's fairly simple inside- consisting only of
a 48-pin chip simply marked 'Galoob' and a 24-pin ROM marked 'Genie
V1.5'
along with some passives.
.----/----.
| |
CC PRG /CE - |01 48| - CHR /A13 on NES
Genie ROM /CE - |02 47| - CHR /A13 on CC
NES PRG /CE - |03 46| - CHR /RD
PRG R/W - |04 45| - CHR A2
PRG A0 - |05 44| - CHR A4
PRG A1 - |06 43| - CHR A5
PRG A2 - |07 42| - CHR A6
PRG A3 - |08 41| - CHR A7
PRG A4 - |09 40| - PRG D0
PRG A5 - |10 39| - PRG D1
PRG A6 - |11 38| - PRG D2
GND - |12 37| - PRG D3
PRG A7 - |13 36| - +5V
PRG A8 - |14 35| - PRG D4
PRG A9 - |15 34| - PRG D5
PRG A10 - |16 33| - PRG D6
PRG A11 - |17 32| - PRG D7
PRG A12 - |18 31| - CHR D7
PRG A13 - |19 30| - NC
PRG A14 - |20 29| - CHR D6
/RESET - |21 28| - CHR D5
NC - |22 27| - CHR D4
CHR D0 - |23 26| - CHR D3
CHR D1 - |24 25| - CHR D2
| |
`----------'
'Galoob'
Pins 31-35 and 37-40 are connected to the PRG Dx lines via 200 ohm
resistors. Their function is to prevent a bus conflict. There is
a 4K ROM ROM connected to the PRG address/data bus. It's /OE line is
tied to ground and it's /CE line is tied to pin 3 of the above chip.
All lines pass thru from board edge to cart socket except the
63. ROM Laboratory
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following: 50, and 65. These correspond to PRG /CE, and /A13
Maximum ROM capacities for the various bankswitch methods:
+---------+-------+-------+---------------------------------------+
| Type | P-ROM | C-ROM | Notes |
+---------+-------+-------+---------------------------------------+
| -none- | 32K | 8K | No bankswitching |
+---------+-------+-------+---------------------------------------+
| MMC1 | 256K | 128K | Without extra RAM |
+---------+-------+-------+---------------------------------------+
| MMC1 | 128K | 128K | With extra RAM |
+---------+-------+-------+---------------------------------------+
| MMC2 | 128K | 128K | |
+---------+-------+-------+---------------------------------------+
| MMC3 | 512K | 256K | |
+---------+-------+-------+---------------------------------------+
| MMC5 | 1024K | 1024K | |
+---------+-------+-------+---------------------------------------+
| MMC6 | 512K | 512K | Appears to be extention of the MMC3 |
+---------+-------+-------+---------------------------------------+
|CNROM-256| 32K | 32K | LS161 |
+---------+-------+-------+---------------------------------------+
| ANROM | 128K | 0K | LS161 & LS02 |
+---------+-------+-------+---------------------------------------+
| UNROM | 128K | 0K | Same as Konami #351320 - LS161 & LS32 |
+---------+-------+-------+---------------------------------------+
| BNROM | 128K | 0K | LS161 |
+---------+-------+-------+---------------------------------------+
| AOROM | 256K | 0K | LS161 |
+---------+-------+-------+---------------------------------------+
| ??? | 64K | 64K | Colour Dreams cart |
+---------+-------+-------+---------------------------------------+
| ??? | 64K | 64K |Same as above; with imp. lockout-defeat|
+---------+-------+-------+---------------------------------------+
| BC6 | 128K | 128K | Wisdom Tree / Colour Dreams |
+---------+-------+-------+---------------------------------------+
| 47516 | 64K | 64K | AGCI's copy of the C.D. cart |
+---------+-------+-------+---------------------------------------+
|Nina-001 | 64K | 64K |AVE/SEI cart (ex: Impossible Mission 2)|
+---------+-------+-------+---------------------------------------+
|Nina-003 | 32K | 32K | AVE cart (ex: Tiles of Fate) |
+---------+-------+-------+---------------------------------------+
Boards:
-------
*****************************************
* Non-bankswitched carts *
*****************************************
NES-NROM-[01,03,05]
-------------------
8K of C-ROM, 32K of P-ROM
64. ROM Laboratory
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*****************************************
* LS161 bankswitching cart boards *
*****************************************
NES-CN-ROM-256-02
-----------------
Contains either 16K or 32K of P-ROM, as well as 16K or 32K of C-ROM.
NES-ANROM-03
------------
Uses an LS161 and an LS02. Contains 8K of C-RAM, and 128K of P-ROM.
The LS02 prevents bus conflicts between the CPU and the ROM.
NES-UNROM-[05,09] & 351320
--------------------------
Uses an LS161 and LS32. This is a fairly intresting method. It
breaks
the P-ROM up into two 16K banks... the last 16K always points to the
last
16K of the ROM. The first is under software control; however.
Contains
8K of C-RAM and 128K of P-ROM
NES-BN-ROM-01
-------------
Has 128K of P-ROM which can be switched in 32K blocks. Also contains
8K of C-RAM.
NES-AOROM-03
------------
Has 256K of P-ROM which can be switched in 32K blocks. Also contains
8K of C-RAM.
*****************************************
* MMC1 containing boards *
*****************************************
NES-SNROM-[01,03,05,06]
-----------------------
8K of WRAM at 6000-7FFF (with the capibility to be battery-backed) of
the
CPU's address space. Up to 512K of P-ROM, and 8K of C-RAM.
NES-SEROM-04
------------
16K or 32K of C-ROM, and 32K of P-ROM. (the latter is not
bankswitched)
NES-SGROM-04
65. ROM Laboratory
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------------
8K of C-RAM, and up to 512K of P-ROM.
NES-SLROM-[04,05,06]
------------
Up to 256K of C-ROM and 512K of P-ROM.
NES-SL1ROM-02
-------------
Up to 128K of C-ROM and 128K of P-ROM; has a 74LS32 arrangement
similar
to the Kpnami cart, below.
NES-SKROM-[01,02]
-----------------
8K battery-backed SRAM, 128K P-ROM, and 128K C-ROM.
351908 (Konami)
---------------
Uses 128K of C-ROM and 128K of P-ROM.
*****************************************
* MMC2 containing boards *
*****************************************
NES-PNROM-05
------------
Used on only one cart (unconfirmed)
Has 128K of C-ROM and 128K of P-ROM as well as an MMC2
*****************************************
* MMC3 containing boards *
*****************************************
NES-TKROM-10
------------
8K battery-backed SRAM, 256K of C-ROM, and 512K of P-ROM.
NES-TR1ROM-01
-------------
Intresting cart. Has 4K of RAM mapped into 0000-1FFF of the PPU's
address space (it disables the CIRAM), and 64K of C-ROM at 2000-3FFF.
There is space for up to 512K of P-ROM.
NES-TLROM-[02,03]
66. ROM Laboratory
ROM Laboratory Página 65
------------
Up to 256K of C-ROM and 512K of P-ROM.
NES-TSROM-[04,06,07]
--------------------
8K of WRAM mapped in at 6000-7FFF in the CPU's address space. Up to
256K of C-ROM and 512K of P-ROM.
NES-TGROM-01
------------
8K of C-RAM, with up to 512K of P-ROM.
352026 (Konami)
---------------
128K of C-ROM and 128K of P-ROM.
*****************************************
* MMC5 containing boards *
*****************************************
Used on only one more than one cart!
NES-ELROM-01
------------
Has 256K of C-ROM and 256K of P-ROM as well as an MMC5
NES-ETROM-01
------------
One word: Wow! two 8K RAM chips, battery backed, MMC5, ???K P-ROM
and
???K C-ROM. The board takes up *all* the space in the cart shell!
*****************************************
* MMC6 containing boards *
*****************************************
NES-HKROM-01
------------
Has 256K of C-ROM and up to 512K of P-ROM. There's some RAM internal
to the MMC6 chip itsself; and is battery-backed on this board. The
internal RAM appears to be 1K in size. From what I can tell, this
MMC acts in a similar way to the MMC3 in all other respects.
*****************************************
* Misc. boards by 3rd-parties *
*****************************************
[No part #, says '(c) 1990 Color Dreams Inc.' on the bottom side]
67. ROM Laboratory
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Made by Colour dreams; Uses a 74LS377 which has had the part #
scratched
off. :-) Good thing I have my handy-dandy chip ID'er. Also contains
32K of C-ROM and 32K of P-ROM.
[No part #, says '(c) 1991 Color Dreams, Inc.' on the bottom side]
Very similar to the above, except this time there's 64K of P-ROM and
64K of C-ROM.
BC6 (MFG. by Colour Dreams)
---------------------------
Same as above two, except this time there's 128K of C-ROM and 128K of
P-ROM.
47516 (MFG. by AGCI)
--------------------
Intresting. It's almost identical to the above; except the bankswitch
chip is house numbered (It's got the same pinout as a 74LS377 ;-)
I've
got to finish my reader so I can confirm that it is a 74377.
Nina-001 (MFG. by SEI)
----------------------
Odd board. Has 6 74-series chips to do bankswitching; 8K of WRAM,
a Faux lockout-chip (called 'Nina' intrestingly enough), 64K of C-ROM,
and 64K of P-ROM.
Nina-003 (MFG. by AVE)
----------------------
This appears to be made by the same co. as above. 32K of P-ROM, and
32K of C-ROM. Three TTL chips do the bankswitching.
A800XXX (Tengen)
----------------
Very strange. Has a 'Mimic 1' chip on it to do bankswitching, and of
course the Tengen version of the lockout chip! :-) The ROM sizes are
unknown at the moment.
BIC-48 & BIC-43 (Camerica)
--------------------------
Uses a 20-pin bankswitch chip labeled 'BF9093'. Has 8K of C-RAM and
256K of P-ROM.
BIC-62 (Camerica)
-----------------
Uses a 20-pin bankswitch chip labeled 'BF9097'. Has 8K of C-RAM and
256K of P-ROM.
68. ROM Laboratory
ROM Laboratory Página 67
*****************************************
* LS377 containing boards *
*****************************************
These include carts by Colour Dreams, AGCI, Wisdom Tree, Bunch Games,
etc.
[no part #; Colour Dreams]
--------------------------
You can tell this board apart from it's characteristic 'L' shape.
Maximum of 64K of both P-ROM and C-ROM. P-ROM is switched in 32K
banks,
while C-ROM is switched in 8K banks. There is a one byte register you
write to anywhere from $8000-$FFFF to change banks. It's laid out
like so:
D0-D3 holds the desired P-ROM bank (each bank is 32K)
D4-D7 holds the desired C-ROM bank (each bank is 8K)
Mirroring is perminantly set to Horizontal.
[no part #; Colour Dreams]
--------------------------
This board has 5 transistors, two resistor networks, three
electrolytic
caps, and a MAX7660CPA inverting charge-pump chip.
Identical to above, except has improved lockout-defeating circuitry.
BC6 (Colour Dreams)
-------------------
This was used on Wisdom Tree carts only, as far as I know.
It has 128K of both P-ROM and C-ROM.
Mirroring set perminantly to Horizontal.
47516 (AGCI)
------------
This is an exact copy of the Colour Dreams cart! There are three
transistors, and the LS377, however each part is labeled:
AGCI#1, AGCI#2, AGCI#3 (the three transistors) and AGCI#4 (the LS377
chip).
Pretty funny that they would copy the Colour Dreams cart exactly-
right
down to the exact part values! It does have one slight variation,
though.
You can set the mirroring to either H or V... it's 'factory set' to
Horizontal.
69. ROM Laboratory
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The maximum amount of both C-ROM and P-ROM is 64K.
*****************************************
* American Video Entertainment *
*****************************************
Note: the same company that designed the AVE cart board also designed
the ones for SEI.
NINA-03
-------
Uses a Faux-lockout chip in a 14-pin package. Allows 32K of both
P-ROM and C-ROM. The P-ROM area is not bankswitched. Uses two
TTL chips to perform the bankswitch on the C-ROM- an LS175 and an
LS138.
You change banks by writing to anything with A14 and A8 high, and A15
and A13 low. This would be 6100-61FF, 6300-63FF ... 7F00-7FFF. Only
D0
and D1 are used. D0 and D1 determine which 8K bank to use for the C-
ROM.
NINA-001
--------
Uses six TTL chips- LS173 * 2, LS139, LS133, LS74, and LS00. There is
8K of WRAM, 64K of both P-ROM and C-ROM, and a faux-lockout chip
labelled
'NINA'.
Mirroring is perminantly set to Horizontal. It has 8K of WRAM mapped
in
at $6000-$7FFF. You select the P-ROM bank by writing to $7FFD. The
C-ROM
area is broken into two parts- $0000-$0FFF and $1000-$1FFF. You can
select the desired bank for *each* section individually.
You select the 4K bank via writing to $7FFE, and the upper bank via
$7FFF.
Note that you *must* use these addresses since no others are decoded.
There is only one bit implemented for the P-ROM bank and only 4 bits
implemented for the C-ROM banks.
*****************************************
* Cart list *
*****************************************
*Nintendo*
Cart Name PN P-ROM W-RAM C-ROM C-RAM Board #
--------- -- ----- ----- ----- ----- -------
70. ROM Laboratory
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Mega Man 2 XR 256K 8K SGROM-0
Solar Jetman LJ 256K 8K AOROM-03
Ironsword IR 256K 8K AOROM-03
Tetris EI 32K 32K SEROM-04
Boulder Dash XB 32K 32K SEROM-04
Super Mario 2 MW 128K 128K TSROM-04
Super Mario 3 UM 256K 128K TSROM-06
Zelda ZL 128K 8K 8K SNROM-01 batt-
backed
Metroid MT 128K 8K 8K SNROM-03
A Boy and his Blob B5 128K 128K SLROM-06
Streetfighter 2010 YA 128K 128K TLROM-03
Deadly Towers DE 128K 8K BNROM-01
Super Pitfall PI 128K 8K UNROM-05
Gauntlet GL 128K 64K 4KVRAM TRIROM-01
Snake's Revenge E2 128K 128K 351908
Star Tropics OC 256K 128K HKROM-01 batt-
backed
Kirby's Adventure KR 512K 8K 256K TKROM-10 batt-
backed
Castlevania 3 VN 256K 256K ELROM-01
Punch Out QP 128K 128K PNROM-05
Mega Man 4 4V 512K 8K TGROM-01
Dig Dug ][ I2 32K 8K NROM-256-05
Bomberman ][ BW 128K 8K 8K SNROM-06
Super Mario Bros. SM 32K 8K NROM-256-03
Gyromite GY 32K 8K NROM-256-01
Joust JU 16K 16K CNROM-256-05
Solstice LX 128K 8K ANROM-03
Quantum Fighter 3K 128K 128K TLROM-03
Top Gun Second Miss. ?? 128K 128K 352026
Alpha Mission AM 32K 32K CNROM-256-02
Silver Surfer VQ 128K 256K TSROM-07
Ultima Exodus UL 256K 8K 8K SNROM-05 batt-
backed
Goonies ][ ?? 128K 8K 351320
Uncharted Waters QK 512K 16K 128K ETROM-01
Commando CO 128K 8K UNROM-09
Super Contra CR 128K 128K TLROM-03
Super Bowl 4U 256K 8K 128K TKROM-10
Battletoads U8 256K 8K AOROM-03
All Pro Basket Ball A2 128K 128K SLROM-06
TMNT 3 T3 256K 256K TLROM-03
Ninja Gaiden 3 3N 128K 128K TLROM-03
Double Dragon 2 W2 128K 128K TLROM-02
Ghostbusters 2 VV 128K 128K SLROM-06
*Colour Dreams* (note: they also made Wisdom Tree carts)
Cart name Program Character Chips/Board ##
--------- ------- --------- ----------- --
Joshua (WT) 128K ROM 128K ROM BC6 SPCN
9901630053
Sunday Funday (WT) 128K ROM 128K ROM BC6 SPCN ???
Bible Buffet (WT) 128K ROM 128K ROM BC6 SPCN ???
Raid 2000 64K ROM 32K ROM ???
Silent Assault 64K ROM 64K ROM ???
Taggin' Dragon 32K ROM 32K ROM ???
71. ROM Laboratory
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Master Chu & Drunkard Hu 32K ROM 32K ROM ???
The Pradikus Conflict 64K ROM 64K ROM ???
Secret Storm 64K ROM 64K ROM ???
*AGCI*
Cart name Program Character Chips/Board ##
--------- ------- --------- ----------- --
Shock Wave 64K ROM 64K ROM 47516
*SEI / AVE*
-----------
Impossible Mission ][ 64K ROM 64K ROM NINA-001
Tiles of Fate 32K ROM 32K ROM NINA-03
F-15 City War 32K ROM 32K ROM NINA-03
Cart name Program Character Chips/Board ##
--------- ------- --------- ----------- --
*Camerica / Code Masters*
Cart name Program Character Chips/Board ##
--------- ------- --------- ----------- --
The Ultimate Stuntman ??K ROM 8K RAM KT-B-5024 ???
Firehawk
Universal CHR area should consist of:
8K of RAM at 0000-1FFF; switchable to 2K or 4K. Must allow
A10/A11/A12 and
/CE access
8K of RAM at 2000-3FFF; must allow A10/A11/A12/CE/WE/OE access
1024K of C-ROM at 2000-3FFF bankswitched. Must allow to be able to be
switched from 2K, 4K, 8K, 16K, 32K, 64K, 128K, 256K, 512K, and 1024K.
Universal PRG area should consist of:
12K of RAM switchable at 5000-7FFF; should be able to turn off
individual
256-byte segments.
1024K of ROM switchable from 2K to 1024K.
72. ROM Laboratory
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Universal Bankswitch controller should have:
MMC1B
MMC2
MMC3C
MMC5
MMC6
Camerica (two types so far)
LS377
LS161 (all iterations)
73. ROM Laboratory
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Mapper #48 TAITO TC0190 DDD2 pirate pinout
Mapper #33 FC cart PCB top (All chips are removed)
Mapper #33 FC cart PCB bottom (All chips are removed)
***
74. ROM Laboratory
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How to make Super Mario 8 / Don Doko Don 2 game cart
Super Mario 8 / Super Bros 8
Super Mario 8 its a pirate hacked version of Don Doko
Don 2 famicom game.
Original ingame sprites has been replace to Mario
characters and game renamed to "Super Bros 8".
Cartridge with Super Bros 8 is very hard to found (it's
very rare). This site contain informations
about making Mario 8 game cartridge in home using
popular and accesable electronic parts.
Now almost anyone can make and have our own Mario
8 game cart. :)
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Parts needed:
1. Original Don Doko Don 2 ROM file (.NES file type)
2. Electronic tools like desoldering pump, soldering iron,
wires, etc.
3. Two empty programmable EPROM's or Flash chips in
DIP32-pin type - one 128KB and second 256KB
(128KB like 27C010,27C1001,29C010,28F010,29F020 and 256KB like
27C020,27C2001,29C020,28F020,29F020)
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4. Eprom/Flash programmer
5. 74LS157 multiplexer (Option #1)
6. 23C3662 chip based pirate famicom or NES cartridge
(Option #1)
7. Famicom "Bakushou!! Jinsei Gekijou 3" TC0190 M48
cartridge (Option #2)
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Downloads:
Archive contain two game patches - Super Mario 8 and original Don Doko
Don 2 without Mario characters for 23C3662 carts:
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Archive contain one game patch - Super Mario 8 for Bakushou!! Jinsei
Gekijou 3 cart:
Windows IPS Patcher - for patch original DDD2 ROM:
HEX Editor - for remove 16-byte "NES" file header
Total Commander - for split file into two parts
Preparing files:
For 23C3662 board:
If you download all required files and get original Don Doko Don NES ROM
then run IPSWin and select org DDD2 NES ROM as file to patch and IPS
patch which you want use and patch it.
If you select "sb8_mario.ips" you gain Super Mario 8 ROM game file, if
"sb8_doko.ips" then you gain
unchanged Don Doko Don 2 game ROM (both prepared and patched to work
with 23C3662 with 74LS157 cart board)
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For Bakushou!! 3 board:
Similarly like patching 23C3662 version - select "sb8_mario_m48.ips" and
use it on DDD2 org. ROM for gain Super Mario 8 ROM game file.
If you want make original DDD2 game on Bakushou!! cart - don't use any
patch, simply burn unpatched DDD2 ROM to EPROM's.
Bakushou!! Jinsei Gekijou 3 is only one game with 100% compatible mapper
board identical like original Don Doko Don 2 cart.
Run HEX Editor, load pathed ROM and select first 16-byte header marked
"DELETE----DELETE" and delete it and save ROM file.
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You almost have ready file for burn to EPROM's that must be exactly 393216
bytes at size.
Now file must be split, because contain both PRG and CHR data. Run Total
Commander, mark ROM file and select "Split file.." option.
Set manually "128 kb" in Byte Per File window and press OK. Now you get
four 128KB files. Detete .CRC because is useless.
First part is now ready for burn to EPROM as 128KB PRG ROM DATA
(exactly 131072 bytes). Reneme file to "PRG.BIN".
Two last files are CHR ROM and must be joined into one file. Rename .002 to
.001 and .003 to .002 and if all renamed
click mouse to .001 part - Total Commander automatically combine files into
one 256KB file.
Now you get ready for burn to EPROM 256KB CHR ROM file (262144
bytes). Reneme it to "CHR.BIN".
Burning files to EPROM/Flash memories:
Using Programmer software, load 128KB PRG.BIN file and programm it to
128KB EPROM / Flash chip using EPROM / Flash hardware programmer.
Second 256KB CHR.BIN file write to 256KB EPROM / Flash chip. That's all.
Making cartridge:
23C3662 option:
Preparing and making cart require basics electronic skills.
Remove / Desolder all chips from cart and check all pinouts, because many
23C3662 carts have slighty different pins connections,
and must be wired identically like connetions on scheme (cut different tracks
connections, and using wires connect all pins correctly)
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Bakushou!! Jinsei Gekijou 3 option:
Remove / Desolder only two Mask ROM chips from cart and solder
programmed EPROM / Flash chips to cart (both PRG and CHR).
Bakushou!! 3 board have EPROM pin compatible Mask ROM's and not
reqired wiring cart.
If all maked corectly, run cart on famicom/nes console and play SMB8 or
DDD2.
23C3662 Test Cartridge:
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ASDER 20in1 Memory Controller pinout
ASDER 20in1 Memory Controller pinout
***
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Fast & easy EPROM test socket
FAST & EASY EPROM TEST SOCKET
Many unlicensed/pir. famicom/nes/pegasus carts have EPROMS or eprom pin-
compatible Mask ROMS. When you don't have special desoldering tools (or PCB
have hard double sided solder) you can remove the old EPROM/ROM without any
desoldering by cutting the pins in the place nearest to the eprom case. Then
program other EPROM to test cart (write another software to cart)
CUT PINS AND BEND-UP EPROM/ROM:
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Connect AY-3 sound chip to FME-7 cartridge (gimmick!)
Connect AY-3 chip to FME-7 cart
DEMO MP3 - Recorded directly from real hardware
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Add custom MP3 soundtracks in famicom cartridges
Custom Soundtracks in famicom games
http://www.youtube.com/watch?v=TnaddkgREsU
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74LS245 used in some Taito Mapper 33 cartridges
Taito Mapper #33 with 74LS245
***
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How to modify CHR ROM to CHR RAM (VRAM) cart
MODIFY MMC3 TSROM CHR ROM CART TO
TGROM/TNROM CHR RAM CART (8KB VRAM)
First you need desolder/remove old 32pin CHR ROM Mask ROM chip
from cart
Then solder VRAM chip directly to holes on cart or solder 32pin socket
(see photos) then connect all wires like on picture
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IF YOU HAVE EARLY MAKED MMC3 DEV-CART,
YOU CAN ALSO CONNECT VRAM TO THIS
CART:
This cart can be used simultaneous as CHR ROM cart (TSEROM like
SMB3) and CHR RAM/VRAM cart (TGROM/TNROM like
FF3/MM4/MM6)
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Inside VRAM chip to 32pin EPROM compatible socket and connect all
wires like on picture
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S-RAM 512KBits (64KB) pinout
S-RAM 512KBits (64KB) pinout
I/O1-I/O8 = D0-D7
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S-RAM 1024KBits/1Mbit (128KB) pinout
S-RAM 1024KBits/1Mbit (128KB) pinout
I/O1-I/O8 = D0-D7
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Mobile S-RAM 8KB connected together with battery
MOBILE SRAM MEMORY
8KB memory (6264) connected together with CR2032
battery
This "mobile" memory is very useful for NES/FC
cartridges without BATTERY but with WRAM
memory socket (28pin 6264 8KB/64Kbits)
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But sometimes NES carts have problem with M-SRAM
contain resistors, then BATTERY "+" voltage mus be
connect directly to pin #28 of SRAM (only, without any
resistors/diodes)
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S-RAM memory chip switch (multi-sram)
S-RAM MEMORY CHIP SWITCH
Connect 6264 (64Kbit/8KB) or 62256 (256Kbit/32KB) RAM memories
together, separate only /CE and connect to DIP switch (there is no limit in
number of RAM chips connected to switch, you can conect only two
memories or eight (or more chips - without limit). But if you connect more
RAM's propably must be installed stronger battery (like +9V battery with
7805/7805T power converter to +5V)
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ALL RAM PINS (except /CE's) connect to standard S-RAM pin socket. If
you connect 62256 memories, remember connect RAM pins A13 and A14
to cart address bus.
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How to connect EPROMs to 16bit SNES data bus
Connecting Eproms to SNES 16bit data bus
Connecting and modifi 8bit EPROMS for work in SNES 16bit mode is similar
like in Sega Genesis system
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Prepare ROM file for write to EPROM/FLASH
Prepare ROM file for write to EPROM
Using HEX editor:
Open ROM with any HEX editor software and mark first 16bytes header
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Now file have 524288 bytes, if ROM have ONLY 512KB PRG ROM and
doesent have CHR ROM, then this file is READY for write to EPROM/FLASH.
If not, you must SPLIT file into two parts (first 256KB and second 256KB)
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SNES ROM's have 512byte HEADERs
SPLIT ROM FILE USING WINDOWS COMMANDER (TOTAL
COMMANDER)
256KB NES ROM Example - 128KB PRG & 128KB CHR:
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Then set file size number (for this example set "128 kb" - this option make
two 131072 byte files)
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Now rename xxxx.001 and xxxx.002 files into xxxx001.bin and xxxx002.bin
(this two files is READY for write to EPROM/FLASH)
Using WINDOWS (TOTAL) COMMANDER you can also prepare SNES ROM's.
How to split 4MB ROM: first remove header (you mus have 4194304 bytes
file), then set "1024 kb" in split file window for make four 1048576 byte
files (ready for write to four 27C801 EPROMS)
PREPARE SNES ROM FILE USING SNES-TOOL:
Before prepare, try FIX ROM file with "SLOW ROM FIX" if you have slow
EPROMS than 120NS (all 150ns, 200ns chips) and use REGION FIX like "fix
for PAL" or "fix for NTSC" (for best results try ask on many FORUMS
(discussion boards) which one ROM regire which type of FIX)
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Select "Split" option and select ROM file and set size of split (if you want
write ROM into 512KB 27C040 EPROMS then set "Mbit 04" if you want use
27C801 EPROMS the set "Mbit 08"
Now you must once more select "Delete header" option and select first
xxxxx .1 file (this will delete headers from splittet files
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Now you have Ready for write to EPROMS four 1048576 byte files
ROM file sizes (without any headers)
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How to easy remove ROM chip from cart board without desoldering
HOW TO EASY REMOVE MASK
ROM:
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How to modify cart for work with EPROM's
MODIFY CART FOR WORK WITH
27C040/27C080 EPROMS:
(Remove pinout differences between ROM and
EPROM/FLASH)
Desolder old Mask ROM and find traces and bubbles to modifi in bottom
side of cart (green or blue bubbles). If you don't know how to
desolder/remove old ROM - ENTER HERE. Wylutuj starš koœć ROM (Mask
ROM) i wyszukaj na spodzie kartridza scieżki oraz niebieskie lub zielone
kółka.
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Cut this traces and scratch off bubbles (prepare bubbles to soldering wires).
SEE PHOTO. Używajšc czegoœostrego np. cyrkla musisz przerwać/zdrapać
zaznaczone œcieżki oraz zdrapać te kółka tak, aby można było do niego
przylutować drucik. SEE PHOTO 1 SEE PHOTO 2
Connect this holes with bubbles using wires and solder it. Teraz trzeba
wszystko odpowiednio połšczyć używajšć krótkich kabelków/drucików i
przylutować je (połšczyć je tak, aby otworki na EPROM były zgodne z
pinami EPROM'u).
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Cart is now modified for work with EPROM, now you can solder IC-Socket
or (directly) EPROM to this cart. Teraz można przylutować podstawkę IC 32-
piny lub bezpoœrednio przylutować EPROM do karta (bez podstawki
wszytko zmieœci się w plastikowej obudowie kartridza lecz niestety
uniemożliwi wymianę EPROM'u - bezpoœrednie wlutowanie jest dobrym
sposobem jeœli chcesz umieœcić EPROM lub EPROM'y na stałe w kartridzu).
29F040/29C040:
EXAMPLES: (29C040 VERSION)
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MEMORY PINOUT DIFFERENCES:
IF YOU MODIFY CART FOR WORK WITH 27C080/27C801 EPROMS - THEN ON
THIS CART YOU CAN USE ALL OTHER (BEST FOR SNES) TYPES OF EPROMS
LIKE: 27C010, 27C1000, 27C1001, 27C020, 27C2000, 27C2001, 27C040,
27C4000, 27C4001 and FLASH MEMORY LIKE: 29F010, 29F020 (AND OTHER
128KB AND 256KB FLASH MEMORIES).
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IF YOU MODIFY CART FOR WORK WITH 29F040/29C040 FLASH - THEN ON
THIS CART YOU CAN USE ALL OTHER (BEST FOR SNES) TYPES OF FLASH LIKE:
29F010, 29F020, 29F040, 29C010, 29C020, 29C040, 29F1008, 29F2008 AND
EPROMS LIKE: 27C010, 27C1000, 27C1001, 27C020, 27C2000, 272001 (AND
OTHER 128KB AND 256KB EPROMS)
IF YOU WANT USE AT29C010A, AT29C020A and AT29C040A FLASH
MEMORIES ON MODIFIED SNES CART, YOU NEED CONNECTED PIN #31
(/WE) WITH PIN #24 (/OE) - OTHERWISE CART DOESN'T WORK.
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How to connect one EPROM to cart (very simple eprom-cart)
NORMAL CART WITH ONE ROM:
MODIFIED CART WITH 32pin SOCKET:
WITH INSERTED 27C040 (512KB) EPROM:
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Picture "C" - if you want place this "four-EPROM-board"
in cartridge plastic case.
Solder all pins/legs in bottom side of cart to jutting pins/legs of top eproms, separate only all
/OE pins (to ls/hct139/138)
CART WITH ONE ROM:
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You can connect four EPROMs to one-rom-cart type, first
two EPROMs on top of cart and next two EPROMs on
bottom of cart (see last two pictures)
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You can make "three-EPROM-cart" (using one-rom-cart
type) and put this cart into plastic case (only three
EPROMs on cart = max. 3MB)
THREE-EPROM-CART inside plastic case:
SIX-EPROM-CART inside plastic case:
A - Plastic case
B - Plastic case with hole/holes
C - Three/six-eprom-cart inside plastic case
D - Label/title side of plastic case
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You must make one or two holes (or one big hole) in
cart plastic case because it cannot be closed without
this holes. You must also bend up or cut jutting pins in
last EPROM/EPROMs
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Enter, if you want put this "six-EPROM-cart" into cart
plastic case.
THREE-EPROM-CART inside plastic case:
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SIX-EPROM-CART inside plastic case:
A - Plastic case
B - Plastic case with hole/holes
C - Three/six-eprom-cart inside plastic case
D - Label/title side of plastic case
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You must make one or two holes (or one big hole) in
cart plastic case because it cannot be closed without
this holes. You must also bend up or cut jutting pins in
last EPROM/EPROMs
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How to connect six EPROM's 27C080/27C801 to cart #2
SIX 27C080 or 27C040 EPROMS
INSIDE CART:
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------
----------------------------------------------------------------------
-
15. Address Decoder 74LS138 Spec. (one decoder in chip)
__ __
A0 |01/16| +5V
A1 |02 15| Y0
A2 |03 14| Y1
/E1 |04 13| Y2
/E2 |05 12| Y3
E3 |06 11| Y4
Y7 |07 10| Y5
GND |08 09| Y6
------
----------------------------------------------------------------------
-
16. How to make EPROM cartridge for SNES? (general info)
- You must remove/desolder Mask ROM from cartridge and wired cart
for EPROMS pinouts (ROMS and EPROMS have different pin outputs).
- If you want use two EPROMS you must find cartridge with two ROMs
(example: for make EPROM-cart for max. 2MB LoROM with SaveRAM,
you can uses "NBA Live 95" cartridge, because this cart have two
ROMs, MAD-1 decoder and 64kbits SaveRAM - is VERY GOOD cart for
this,
"NBA Live 96 is 1,5MB in size, but cart have only one ROM!)
----------------------------------------------------------------------
-
17. How to connect more than 2 EPROMS to my SNES cart?
- If you want connect more than one or two EPROMS to your SNES cart
you must connect 74LS139 to MAD-1 Decoder, because MAD-1 can only
address one or two ROMS/EPROMS. If you connect the LS139 or LS138
to MAD-1 you can connect max. eight EPROMS 27c080 (8x 1MB = 8MB).
- First: Do not remove MAD-1 from cartridge.
- Pin #08 of LS139 connect to GND
- Pin #16 connect to +5V,
- Pin #01 connect to pin #04 of MAD-1,
- Pin #02 connect to A20 if you uses 27c080 (A19 if you uses 27c040)
- Pin #03 connect to A21 if you uses 27c080 (A20 if you uses 27c040)
- Pin #04 connect to /OE of EPROM 1
- Pin #05 connect to /OE of EPROM 2
- Pin #06 connect to /OE of EPROM 3
- Pin #07 connect to /OE of EPROM 4
One problem with connect more than two EPROMS is the space on the
cart.
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Make cart with two EPROMS is very easy because many SNES carts have
two ROMS on cart board. If you want connect four EPROMS you must:
- Find HiROM or LoROM cart with S-RAM, MAD-1 and two ROMs
- Remove/desolder ROMS
- Wired cart for EPROM 27c080 pinout
- Program your 4MB ROM file to four EPROMS 27c080 (split to four 1MB
files)
- Solder first two EPROMS to cartridge and connect /OE pins to LS139
(first EPROM /OE to pin #04 of LS139, second EPROM /OE to pin #05 of
LS139)
- Plug next two EPROMS on first two EPROMS and bend up the /OE pins
of this last (top) two EPROMS and connect it (/OE) to LS139
(third EPROM /OE to pin #06 of LS139, last EPROM /OE to pin #07 of
LS139)
74LS139 General Info (for work with 27c080 EPROMs)
- 1A0 - Address input, connected to A20 (2MB)
- 1A1 - Address input, connected to A21 (4MB)
- 1E - Input, connected to pin #49 in SNES cart connector or pin #04
of MAD-1
- 1Y0 - Output 1, connected to /OE in first EPROM
- 1Y1 - Output 2, connected to /OE in second EPROM
- 1Y2 - Output 3, connected to /OE in third EPROM
- 1Y3 - Output 4, connected to /OE in last EPROM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
74LS139 have two independent address decoders (2x one to four lines)
74LS138 have one address decoder (one to eight lines)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
----------------------------------------------------------------------
-
18. 27c040/27c4001/27c4000 EPROM Pinouts (512KB / 0,5MB)
---U---
+5V - |01 32| - +5V
A16 - |02 31| - A18
A15 - |03 30| - A17
A12 - |04 29| - A14
A7 - |05 28| - A13
A6 - |06 27| - A8
A5 - |07 26| - A9
A4 - |08 25| - A11
A3 - |09 24| - /OE
A2 - |10 23| - A10
A1 - |11 22| - /CE
A0 - |12 21| - D7
D0 - |13 20| - D6
D1 - |14 19| - D5
D2 - |15 18| - D4
GND - |16 17| - D3
-------
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SNES cartridge reader pinout (project - not tested yet)
2x 8255 and 1x 74LS373
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How to modifi 2KB SRAM cart to 8KB SAVE
MODIFI 2KB SRAM CART TO 8KB
Some carts have good PCB's but have low size 2KB sram like Donkey
Kong Country 1,2 and 3 or NBA Jam TE. This is a solve of this problem:
1. Remove old 24pin 2KB SRAM chip.
2. Bend-up legs #01,#02,#28,#27,#26,#23 of 8KB 28pin SRAM (see
picture)
3. Solder 28pin SRAM into 24pin socket on cart.
4. Using a wires connect bend pins with remaining SRAM socket holes
(/WE and +5V) and connect other pins (A12,A11 and RESET)
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Photos presents little different modifi method than diagram (with worse
solution than i now discribe)
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Connect 16-bit EPROM/FLASH memory to SNES 8bit bus (not tested jet!)
Connect 16-bit EPROM/FLASH memory to SNES 8bit
bus:
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Connect EPROMS and SRAM to S-DD1 SFA2 cart (project! work with problems)
Connect EPROMS and SRAM to S-DD1 SFA2 cart
(project!)
(with used Sega GENESIS Phantasy Star 4 cart PCB with
two 42pin sockets, because SEGA ROMS are pinout
compatible with 27C160/27C322 eproms:)
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Connect EPROM and SRAM to SA1 PGA TOUR GOLF cart
Connect EPROM and SRAM to SA1 PGA TOUR GOLF
cart (two types of PAL PGA TOUR carts!)
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Example SNES common carts list (good carts to modifi)
EXAMPLE SNES CARTS LIST:
HIROM CARTS - single sided solder + 8KB SRAM:
Illusion of Time
NHL 95
NHL 96
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Secret of Mana PAL (single sided solder)
Sim City 2000 (32KB SRAM)
HIROM CARTS - single sided solder + 2KB SRAM:
Donkey Kong Country (two ROMS)
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Donkey Kong Country 2
Donkey Kong Country 3
LOROM CARTS - single sided solder + 8KB SRAM:
FIFA Soccer 96
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OTHER LOROM CARTS:
Super Mario Allstars (double sided solder 8KB SRAM)
Super Mario World (double sided solder 2KB SRAM)
The Legend of Zelda (double sided solder 8KB SRAM)
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Detailed SNES carts list (over 3600 carts list)
SNES ROMS/CARTS INFORMATION LIST:
maked by siudym@epf.pl
http://nintendoallstars.w.interia.pl
www.romlab.prv.pl
Filename Game Name Licensee Megabit Video Mode ROM Type
SRAM Size Version HiROM ROM Speed Copier Language
------------ --------------------- -------------------------- ------- ---------- --------------------------------
--------- ------- ----- --------- ------ -------------
15PUZZ~1.SMC 15PUZZLE/THEXDER! <Invalid Licensee Code> 4 MBit NTSC
ROM Only No SRAM 1.0 No SlowROM FIG Japanese
15PUZZ~2.SMC 15PUZZLE2 <Invalid Licensee Code> 4 MBit NTSC ROM
Only No SRAM 1.0 No SlowROM SMC Japanese
15PUZZ~3.SMC 15PUZZLE3 <Invalid Licensee Code> 4 MBit NTSC ROM
Only No SRAM 1.0 No SlowROM SMC Japanese
15PUZZ~4.SMC 15PUZZLE4 <Invalid Licensee Code> 4 MBit NTSC ROM
Only No SRAM 1.0 No SlowROM SMC Japanese
1997NE~1.SMC 1997 NEW YEAR FD <Invalid Licensee Code> ? MBit NTSC
ROM Only No SRAM 1.0 No SlowROM FIG Japanese
2020SUPB.FIG 2020 SUPER BASEBALL Tradewest/Williams Entertain16 MBit NTSC
ROM Only No SRAM 1.0 Yes FastROM SMC English
268MHZ~1.SMC 2nd Demo by Pothead <Invalid Licensee Code> ? MBit NTSC
ROM Only No SRAM 1.0 No SlowROM FIG Japanese
3DSTER~1.SMC <Invalid Licensee Code> ? MBit NTSC ROM Only
No SRAM 1.0 No SlowROM FIG Japanese
3NINJA~1.SMC 3 NINJAS KICK BACK Sony Imagesoft 16 MBit NTSC ROM
Only No SRAM 1.0 No FastROM FIG English
3ON3BA~1.SMC SUTOBASUYAROUSHOW Sheisha/Kousaka Koji 8 MBit NTSC
ROM Only No SRAM 1.0 No FastROM MGD Japanese
3X3EYE~1.SMC »»Þݱ²½Þ ¼Þ-³Ïγ¶Ý Banpresto 16 MBit NTSC ROM
and SRAM 16 KBit 1.0 No FastROM SMC Japanese
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3X3EYE~2.SMC SFX »»Þݱ²½Þ 1 Yutaka 8 MBit NTSC ROM and
SRAM 64 KBit 1.0 No SlowROM FIG Japanese
46OKUN~1.SMC 46OKUNEN MONOGATARI Enix 16 MBit NTSC
ROM and SRAM 64 KBit 1.0 No SlowROM SMC Japanese
4NINSH~1.SMC 4Æݼ®³·Þ POW 4 MBit NTSC ROM Only
No SRAM 1.0 No SlowROM MGD Japanese
4WD .FIG Super 4WD:The Baja Nichibutsu 8 MBit NTSC ROM Only
No SRAM 1.0 No FastROM GD3 Japanese
7THSAG~1.SMC THE 7TH SAGA Enix 16 MBit NTSC ROM and
SRAM 64 KBit 1.0 Yes FastROM SMC English
90MINU~1.SMC EUROPEAN PRIME GOAL Unknown[72] 16 MBit PAL
ROM and SRAM 64 KBit 1.0 No FastROM SMC English
90MINU~2.SMC EUROPEAN PRIME GOAL Ocean 16 MBit PAL ROM
and SRAM 64 KBit 1.0 No FastROM SMC English
AAAHH!~1.SMC REAL MONSTERS Viacom International 16 MBit PAL
ROM Only No SRAM 1.0 No FastROM SMC English
AAAHH!~2.SMC REAL MONSTERS Viacom International 16 MBit NTSC
ROM Only No SRAM 1.0 No FastROM FIG English
ABCMON~1.SMC MONDAY NIGHT FOOTBALL Data East 8 MBit NTSC
ROM and SRAM 64 KBit 1.0 No SlowROM FIG Japanese
ABCMON~2.SMC MONDAY NIGHT FOOTBALL Data East 8 MBit NTSC
ROM and SRAM 64 KBit 1.0 No SlowROM SMC English
ACCELE~1.SMC ACCELEBRID Tomy 16 MBit NTSC ROM Only
No SRAM 1.0 No FastROM FIG Japanese
ACEWON~1.SMC ´°½¦È×´! Telenet 8 MBit NTSC ROM and
DSP1 Micro Chip No SRAM 1.0 Yes FastROM FIG Japanese
ACROBA~1.SMC ACROBAT MISSION Teichiku Co. Ltd. 8 MBit NTSC
ROM Only No SRAM 1.0 No SlowROM FIG Japanese
ACTION~1.FIG ACTION PACHIO Coconuts 8 MBit NTSC ROM Only
No SRAM 1.0 No FastROM FIG Japanese
ACTRAI~1.FIG ACTRAISER-EUROPE FRA Enix 8 MBit PAL ROM and
SRAM 64 KBit 1.0 No SlowROM FIG International
ACTRAI~1.MGD ACTRAISER Enix 8 MBit NTSC ROM and
SRAM 64 KBit 1.0 No SlowROM MGD Japanese
237. ROM Laboratory
ROM Laboratory Página 236
ACTRAI~1.SMC ACTRAISER-EUROPE ENG Enix 8 MBit PAL ROM
and SRAM 64 KBit 1.0 No SlowROM SMC English
ACTRAI~2.FIG ActRaiser-2 JPN Enix 16 MBit NTSC ROM Only
No SRAM 1.0 Yes FastROM FIG Japanese
ACTRAI~2.SMC ACTRAISER-EUROPE GRM Enix 8 MBit PAL ROM
and SRAM 64 KBit 1.0 No SlowROM SMC International
ACTRAI~3.FIG ACTRAISER 2 EUROPE UBI Soft 16 MBit PAL ROM
Only No SRAM 1.0 Yes FastROM FIG English
ACTRAI~3.SMC ACTRAISER-USA Enix 8 MBit NTSC ROM and
SRAM 64 KBit 1.0 No SlowROM SMC English
ACTRAI~4.SMC ActRaiser-2 USA Enix 16 MBit NTSC ROM Only
No SRAM 1.0 Yes FastROM FIG English
ADCA10~1.SMC THE ADDAMS FAMILY Ocean 8 MBit NTSC ROM
Only No SRAM 1.0 No SlowROM SMC English
ADDAMS~1.FIG ADDAMS FAMILY VALUES Ocean 16 MBit PAL
ROM Only No SRAM 1.0 No FastROM FIG English
ADDAMS~1.MGD THE ADDAMS FAMILY Misawa Entertainment 8 MBit NTSC
ROM Only No SRAM 1.0 No SlowROM MGD Japanese
ADDAMS~1.SMC THE CARTOON ADDAMS Ocean 8 MBit NTSC
ROM Only No SRAM 1.0 No FastROM SMC English
ADDAMS~2.FIG ADDAMS FAMILY VALUES Ocean 16 MBit NTSC
ROM Only No SRAM 1.0 No FastROM FIG English
ADDAMS~2.SMC THE ADDAMS FAMILY 2 Ocean 8 MBit PAL ROM
Only No SRAM 1.0 No FastROM SMC English
ADDAMS~3.SMC THE ADDAMS FAMILY 2 Ocean 8 MBit NTSC
ROM Only No SRAM 1.0 No FastROM SMC English
ADDAMS~4.SMC THE ADDAMS FAMILY Ocean 8 MBit PAL ROM
Only No SRAM 1.0 No SlowROM SMC English
ADULTM~1.FIG <Invalid Licensee Code> ? MBit NTSC ROM Only
No SRAM 1.0 No SlowROM FIG Japanese
ADULTM~2.FIG <Invalid Licensee Code> ? MBit NTSC ROM Only
No SRAM 1.0 No SlowROM FIG Japanese
ADVENT~1.FIG ADVENTURES OF FRANKEN Elite 8 MBit PAL ROM
Only No SRAM 1.0 No FastROM GD3 English