Super Nintendo Entertainment System

created by mxs
(thing) by mkb (11.3 hr) (print)   (I like it!) 2 C!s Thu Apr 11 2002 at 12:43:08

This console gaming system was released in the summer of 1991 for the US market after a year of waiting and Nintendo Power hype. It is the American and European version of the Super Famicom, the Japanese successor to the Famicom, which we call the Nintendo Entertainment System. PAL versions have the same case as the Super Famicom, while Nintendo of America released a mostly different case. The American and Japanese systems are compatible, except for a physical difference in the shapes and sizes of the cartridges. You can buy a converter called the Super 8 which will allow the SNES to play Super Famicom games as well as Famicom and NES games, utilizing the SNES's 6502 compatibility mode. The SNES was originally supposed to be backwards-compatible with NES games, but that was deemed too costly and scrapped.

The SNES's CPU is the WDC 65C816, which was also used in the Apple IIgs. This processor was heavily customized by Nintendo in order to work the astounding (for the time) Mode 7. I would assume that the 6502 compatibility mode is built-in to the 65C816, since the Apple IIGS is more than capable of running 8-bit Apple II software.

The system was originally shipped with Super Mario World, two controllers, a set of composite video and audio cables, and an RF switch. The generic RCA jacks found on the original NES were changed to a proprietary connector, but the RF switch was identical. Launch price was $200US, which I saved up (including sales tax) over the summer. Two other titles were available at launch: F-Zero and PilotWings. By the end of 1991, many more titles were available, including SimCity. Supposedly, there was a DSP intended for the SNES mainboard that didn't make it in, and ended up inside F-Zero and/or Pilotwings. Other chips that ended up stuffed inside cartridges were the SuperFX (in Star Fox), Super FX2 (Super Mario World 2: Yoshi's Island and Doom, as well as the never-released FX Fighter, Comanche, and StarFox 2), and Capcom's C-4 (Mega Man X2 and Mega Man X3).

The controllers for the Super Nintendo have a regular Nintendo control pad on the left, and start and select buttons in the middle. On the right is a group of four buttons in a diamond arrangement: X on top, Y on the left, B on the bottom, and A on the side. The Japanese controllers had color-coded buttons of red, yellow, green, and blue, while the American version had lavender concave X and Y buttons, and purple convex A and B buttons. Above the control pad and the XYAB button group were two buttons on the top edge of the controller: L and R. There was a light gun made for the SNES called the Super Scope, but it proved even less popular than the Zapper.

Later SNES packaging schemes involved the Street Fighter II edition and the Control Pak, which came with simply one controller and no game for a discount.

The SNES is emulated by SNES9x (for everything under the sun, including the N64), ZSNES (on PC's), and Silhouette (on Macs). Silhouette is a mysterious creature which deserves a small mention. Its development team is anonymous for legal reasons, perhaps because they are Nintendo employees! Supposedly, Silhouette was originally intended to be a commercial product released by Nintendo, based on the SNES devkit emulator. Due to market forces and the impending Super Nintendo CD-ROM, the project was canned, but the development team stole the source code and continued the project. It's best to look up the full story on http://www.emulation.net

(thing) by amib (1.9 mon) (print)   (I like it!) 1 C! Tue Nov 05 2002 at 20:13:40

There's a lot of misinformation about what SNES games are and are not rare. Some games, like the Final Fantasies or the two sequels to Mega Man X are thought by many to be rare, while many unspeakably bad games are actually quite rare. So, originally very loosely based on a similar list in Tips and Tricks magazine, along with help from the Retrogaming Roundtable (www.digitpress.com/forum) and a review of old copies of Nintendo Power for game info, I give you an As-Comprehensive-As-Possible list of rare, non-prototype SNES games. (All of these refer to the American NTSC versions. A PAL rare list would be much longer, as many games were released in limited quantities in Europe.)

(The format is "Name - Publisher - Reason for rarity/interesting facts)

While the above list isn't exclusive, as there may very well be rare SNES games unlisted, here's a few games that, contrary to popular belief and confused eBay bidders, are not rare. Rather, these games are simply scarce. There are plenty of working copies, with and without accompanying manuals and packaging; these copies are mostly in collections, and out of distribution. As SNES consoles inevitably fail, these games should eventually become less and less valuable, as their value is inherant, rather than becase of their rarity. That said, before paying $50 or more for one of these games, bear in mind that you can always find another copy somewhere else.

  • Breath of Fire 2 - Capcom - Fan interest has driven up the value of this game, even though Capcom tended to release games in large numbers.
  • Chrono Trigger - Square - As this is one of the best-selling RPGs in the US ever (pre-PSX, anyway), it's by no means scarce.
  • Earthbound - Nintendo - Nintendo's hope for good sales on this game lead to a large number of copies being dumped in clearance. The game is valuable, however, with packaging intact.
  • Final Fantasy II - Square - The Playstation rerelease has driven down demand on this title somewhat.
  • Final Fantasy III - Square - This was the best-selling RPG in the US before the PSX and Final Fantasy VII.
  • Lufia and the Fortress of Doom - Taito
  • Mega Man 7 - Capcom - Between an active Mega Man fan community and actually rare Game Boy games, this is due to high demand and confusion.
  • Mega Man X2 and Mega Man X3 - Capcom - These games were expensive initially because of the C-4 chip, and this chip makes them both difficult to emulate. That said, it's high demand, not low supply.
  • Secret of Mana - Square
  • Super Mario RPG - Nintendo - Massive demand, not low supply. A convergence of three different fanbases all find this game desireable.
  • Super Metroid - Nintendo - This game was produced in massive quantities, and even got a rerelease as an SNES bestseller. That said, the PAL version of this game is geniunely rare, so European gamers are out of luck.

Standard disclaimer - This info is all dated as of November 5, 2002, although I doubt that any of this info will change in the near future.

Thanks to yerricde, Domin, disillusioned, and Servo5678 for updates and info.

Due to the number of totally unplayable games on this list, this is part of the node the worst games ever project.

(thing) by MrWorld (4.4 y) (print)   (I like it!) Fri Apr 04 2003 at 22:05:05

Sure, it's dated system now, but at the time this thing was amazing. Graphics and sound wise, this thing was top notch. Let's go way back, pretend it is the early 90's, you flip open a magazine and read about this beast. Ready? Go.

CPU 16-Bit CPU

Memory:
Work RAM for CPU: 128 Kb
Video RAM for CPU: 16Kb

PROCESSOR
16-Bit PPU (Picture Processing Unit)
APU (Audio Processing Unit): 8-Bit (main sound processor)
producing 16-Bit sound

COLOR Maximum colors on one screen: 256
Total colors available: 32,678


RESOLUTION
Maximum screen resolution: 512x448

SPRITES
Maximum Sprites per screen: 128
Maximum Sprites per line: 32
Maximum Sprite size: 64x64
Minimum Sprite size: 8x8

SCROLLING
Horizontal, Vertical, Diagonal

16-Bit Pulse Code Modulator

Number of Sound Channels: 8

CLOCK SPEED 3.58, 2.68, and 1.79 Mhz

SOFTWARE RAM available

(thing) by malcster (2.3 y) (print)   (I like it!) 3 C!s Fri Oct 03 2003 at 18:51:36

Although the SNES was quite technically advanced at the time of it's release (with built in features like Mode 7 wowing players), developers were continually pushing it further and further, and eventually what they desired could no longer be achieved on the basic hardware, no matter how much they tried. This lead to coprocessors and other exotic devices being built into cartridges, so that games could take advantage of them. This could lead to more expensive games for the end consumer, but it could also lead to graphically advanced games which were much more popular and sold more copies. Since so many different games were released with chips in, I think it's not taking too much of a leap to say that the chip games did more than break even.

Although special chips were available in the game paks from the start - for example in Pilotwings - ever more powerful ones turned up over time. The aim of this writeup is to provide basic information about each chip, how to detect it in a ROM using only a hex editor, and to provide links for further information. I could probably post the source to emulate each chip (or at least, as much as is currently known) but that information is likely to change at any time, and for so many of the chips the emulation isn't finished, and updating the source all the time would be a nightmare. If you want to see how the emulation works, check out the source to Snes9X, Zsnes, or SNEeSe.

NB: As with emulation in general, this is a work in progress. If you find a ROM that is definitely a special chip game but it doesn't fit in with the scheme below, that doesn't mean you're wrong. Research is currently going on, and the information I present here is (I hope) the latest findings of the researchers. Full credit goes to them for finding out all this, I'm just bringing it to E2.

A note on using a Hex Editor to detect ROMs... The $7FD5 / $FFD5 is the ROM speed and the $7FD6 / $FFD6 is the Memory Map. Which of those you check depends on whether you have a LoROM or a HiROM - you can find this out either by scanning your ROM with a tool such as Nach's SNES ROM Tools, or some emulators will tell you on ROM load. Come to think of it, a few emulators detect special chips on startup too, this information here just explains exactly what the emulator is checking for. And remember, if your ROM has a 512 byte header, you have to add $200 onto the values, or else you will be looking in the wrong place. Some of the chips have multiple values for ROM speed / Memory map - generally, reasons for this are unknown, although in some cases it distinguishes between games with SRAM for saves and games with no SRAM.

Chips


DSP - the first chip used on the SNES, and in fact it was planned to be built into the SNES hardware. When time or money constraints didn't allow this, the games which had already been developed to take advantage of it were released anyway, with a DSP chip inside the cartridge. There were in fact 6 variations of the DSP chip (although 3 of them are all but identical). All had the same hardware, but different software.


The DSP-1 had 3 variants (vanilla, DSP-1A, and DSP-1B), which were essentially bugfixes. Emulator authors realised that this meant if they could perfectly emulate the DSP-1B (the one with all the bugs fixed) then all DSP-1 games would work. This is roughly the state that DSP-1 emulation has got to now.. although it's not perfect, it's pretty much good enough to play most games. Pick up either the latest version of Snes9x or a Zsnes WIP to see this emulation in action.

To detect whether a ROM uses the DSP-1, then open it in a hex editor such as frhed. If it is a LoRom then check the location $7FD5 - a value of 0x20, 0x21, 0x30 or 0x31 indicates some kind of a DSP-1. If you need confirmation, also check location $7FD6: A value of 0x3 or 0x5 indicates a DSP-1 of some kind. If you are working with a HiRom, then do the same as above, except use the locations $FFD5 and $FFD6.

The following games used one of the DSP-1 chips:

Ace Wo Nerae
Armored Trooper Votoms
Ballz 3D
Battle Racers
Bike Daisuki! Hashiriya Kon
Final Stretch
Korean League
Lock On/Super Air Diver
Michael Andretti's Indy Car Challenge
Pilotwings
Super 3D Baseball
Super Air Diver 2
Super Bases Loaded 2
Super F1 Circus Gaiden
Super Mario Kart
Suzuka 8 Hours
Syutoko Battle Racing 2
Syutoko Battle Racing 94

The DSP-2 was a chip only used in the SNES port of Dungeon Master... or at least that is the only one known. If a LoROM is a DSP-2 game, then it should have a value of 0x20 at $7FD5 and a value of 0x5 at $7FD6. The DSP-2 is emulated now in Snes9x.


The DSP-3 was only used in SD Gundam GX. To detect this chip accurately, you have to look in a third place. For a LoROM, $7FD5 should be 0x30, $7FD6 should be 0x5, and $7FDA should be 0xB2. For a HiROM, the locations you need to check are $FFD5, $FFD6, and $FFDA. The DSP-3 is not emulated.


The final chip in this range, the DSP-4, was only used in Top Gear 3000. You should find a value of 0x30 at $7FD5 / $FFD5 and a value of 0x3 at $7FD6 / $FFD6. If you've read this all, hopefully you should know which ROMs need you to look at $7F... and which need $FF... The DSP-4 is also not properly emulated yet.



The SA-1 is, according to TRAC, a "Custom CPU with a 65c816 execution core", just like the SNES main CPU, although it runs faster, and has a heap of added features. For one, Matthew Kendora tells me it has "bitmap to bitplane DMA", and while I don't know