921 lines
41 KiB
Plaintext
921 lines
41 KiB
Plaintext
Path: bloom-beacon.mit.edu!spool.mu.edu!darwin.sura.net!blaze.cs.jhu.edu!jyusenkyou.cs.jhu.edu!not-for-mail
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From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
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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
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Subject: rec.games.video Frequently Asked Questions (part 2 of 2)
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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
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Date: 2 Jan 1994 20:06:26 -0500
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Organization: Johns Hopkins University CS Dept.
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Lines: 906
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Approved: news-answers-request@mit.edu
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Message-ID: <2g7r2i$iah@jyusenkyou.cs.jhu.edu>
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Reply-To: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
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NNTP-Posting-Host: jyusenkyou.cs.jhu.edu
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Xref: bloom-beacon.mit.edu rec.games.video.misc:13607 rec.games.video.nintendo:12085 rec.games.video.sega:12630 rec.games.video.atari:523 rec.games.video.3do:387 rec.games.video.advocacy:424 news.answers:13617 rec.answers:3538
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Archive-name: games/video-games/faq/part2
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Section 5: What is a...?
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=======================
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``What is "Blast Processing"?''
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Sega hype. The phrase means exactly nothing. Sega later tried to explain it
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by claiming it describes the methods used by Sega to get characters like Sonic
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moving on the screen very fast. (Which still means nothing, of course.) Sega
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_again_ explained that this is because characters can be drawn on the screen
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while a different screen is being displayed (which is known as page flipping
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and isn't new) and that background processing is ignored so sprites can be
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moved really fast (which isn't new either).
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``What is anime?''
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Anime refers to Japanese animation. It's often better done, less censored,
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and aimed towards an older audience than, American animation. (Cautionary
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note: some American fans go overboard in thinking anime adult; a lot of series
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popular in America _are_ aimed at children or teenagers.) In the past, lots of
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anime was hacked up and changed for the US market (Speed Racer, Star Blazers,
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Robotech), but in the last few years new companies have released unedited anime
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with better translations. The connection with video games is that many
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Japanese video games are anime-based or have anime-style art (not to mention
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anime being videogame-based), and also that such games are often either not
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ported or drastically changed for American release because of supposed lack of
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interest in anime.
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``What is a Tera Drive?''
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It's a Japan-only system combining a PC and a Mega Drive; it's not available in
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the US. There are similar systems in Europe, though. The connection between
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the Mega Drive and PC parts is minimal.
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``What is a Wonder Mega?''
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It's a Japan-only system combining a Mega Drive and Mega CD with a JVC CD
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system. It's not available in the US.
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``What is a Super Gun or a Mach 4?''
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These are "home" systems which play a JAMMA arcade board at home. This plays
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the same as the arcade game, of course, but the board costs about as much as
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the arcade game.
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The systems are legal, but at least the Super Gun is often sold with illegal,
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pirated, arcade boards. They are not 32-bit (nor can they meaningfully be
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called any-bit) and you could build one yourself with $100 or so in parts.
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``What is Valis I/II/III/IV?''
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The original Valis game was a Japan-only Famicom game. Valis II was released
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for the TG-16 CD, then Valis III for the Genesis and TG-16 CD. Valis IV was
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released for the PC Engine CD, but only in Japan, and then later for the SNES.
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Valis I came out for the PC Engine SCD (also only in Japan) and the Genesis,
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long after Valis III. At around this time, SD Valis came out in Japan for the
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Mega Drive ("Syd Valis" for the Genesis). So no one system has all the games
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(though the PCE has all except the nearly unrelated SD one).
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``What is Thunderforce I?''
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It is a game produced by Technosoft for Japanese personal computers. It
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resembles the "overhead" stages of Thunderforce II.
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``What is Phantasy Star I?''
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It's a Sega Master System (8 bit) game.
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``What is Cosmic Fantasy I?''
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It's a Japanese PC Engine CD game, with no US release.
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``What is Street Fighter I?''
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This old game only let you use Ryu (player 1) and Ken (player 2); versus mode
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was always Ryu versus Ken. The hurricane kick, fireball, and dragon punch
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existed and were done the same way as in SF2; there were no throws. The only
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other character that also appeared in SF2 was Sagat, who was the final boss for
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SF1.
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There seem to have been two versions of this game, one with six buttons and
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one with two buttons where the move depended on how hard you push them.
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The game was adapted for PC clones and for the TG-16 CD (the latter under the
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name Fighting Street).
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``What does 3DO stand for?''
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It is allegedly from the sequence "audio, video, 3DO" and isn't an acronym.
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Early information did say that it stood for "three dimensional object" or
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"three dimensional optics". Probably, they changed their minds.
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Section 6: System Capabilities:
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==============================
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[chart originally by Corey Kirk]
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______________________________________________________________________________
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| | Neo Geo | SNES | Genesis | TG-16 | NES | Sega M2 |
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|----------+----------+----------+----------+----------+----------+----------|
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|Bits (CPU)| 8 + 16 | 16 | 16 | 8 + 8 | 8 | 8 |
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|Bits (Gx) | 16 | 16 | 16 | 16 | 8 | 8 |
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|CPU | 68000| 65816 | 68000 | HuC6280| 6502 | Z80 |
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|APU (Aud) | Z80| SPC???? | Z80 | | | |
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|MHz | 12.5, 4| 3.6 | 7.6 | 3.6 3.6| 1.8 | 3.6 |
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|Graphics | 320 x 224| 256 x 224| 320 x 224| 256 x 216| 256 x 240| 240 x 226|
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| -2nd mode| | 512 x 448|320 x 448*|512 x 262*| | |
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|Colors |4096/65536| 256/32768| 61/512| 241/512| 16/52| 52/256|
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|Sprites | 380 | 128 | 80 | 64 | 8 | 16 |
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| - size | 16 x 512| 32 x 32| 32 x 32| 32 x 64| 8 x 8 | 8 x 8 |
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|Audio | 15-lyr |PCM 8-lyr | 10-lyr | 6-lyr | mono | mono |
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|RAM | 64K+68Kgx|128K+64Kgx| 72K+64Kgx| 8K+64Kgx| 2K+ 2Kgx| ? |
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| | (+2K Z80)| | | | | |
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|----------+----------+----------+----------+----------+----------+----------|
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|CD CPU/MHz| none | |68000/12.5| 65802/16 | none | none |
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| | | | | | | |
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|CD RAM | | | 768K | CD=64K | | |
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| | | | | SCD=256K | | |
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|----------+----------+----------+----------+----------+----------+----------|
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* Comment: Some listings of colors are probably a bit too high. For instance,
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the Genesis has 8x8 tiles which use 16 colors from one of 4 palette's each,
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which would be 64 colors, except that the 16th is a "transparent" color that
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is the same for all 4. Listings for Genesis colors tend to ignore this and
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say "64" instead of "61". It's unclear how many of the other figures are like
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this.
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_____________________________________________
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| | Jaguar | 3DO | CD32 |
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|----------+----------+----------+----------+
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|Bits (CPU)| 64 + 16 | 32 | 32 |
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|Bits (Gx) | 64 | ? | ? |
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|CPU |Proprietary ARM/60 | 68EC020 |
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| | + 68000| | |
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|APU (Aud) |Proprietary ? |Proprietary
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|MHz | 26.6 MIPS| ? | 14 |
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|Graphics | 720 x 526| 640 x 480|1280 x 400|
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|Colors | 16777216| 16777216|256/1677.*|
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|Sprites | unlim | ? | 8 |
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| - size | >1000 | ? |64x scrnht|
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|Audio | ? | ? |4 channels|
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|RAM |2 megabyte|3 megabyte|2 megabyte|
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|----------+----------+----------+----------+
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|CD CPU/MHz| ? | ? | ? |
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|CD RAM | ? | ? | ? |
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|----------+----------+----------+----------+
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* Also has Hold and Modify mode which gives 262144/16777216 colors and is
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mainly useful for still pictures.
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________________________________________________________
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| | GameBoy | Lynx | GameGear | TExpress |
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|----------+----------+----------+----------+----------|
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|Bits (CPU)| 8 | 8 | 8 | 8 + 8 |
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|Bits (Gx) | 8 | 16 | 8 | 16 |
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|CPU | Z80 | 6502 | Z80 | 6502 6502|
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|MHz (CPU) | 2.2 | 4.0 | 3.6 | 7.2 |
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|MHz (Gx) | | 16.0 | | |
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|ScreenSize| 2.6" | 3.5" | 3.2" | 2.6" |
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|Graphics | 160 x 144| 160 x 102| 160 x 144| 256 x 216|
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|Colors | mono (4) | 16/4096 | 32/4096 | 241/512 |
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|Sprites | 8 | unlim | 64 | 64 |
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| - size | 8 x 8 | unlim | 8 x 8 | 32 x 64 |
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|Audio | 2-lyr | 4-lyr | 4-lyr | 6-lyr |
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|RAM | 16K | 64K | 24K | 8K+64Kgx|
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|----------+----------+----------+----------+----------|
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Most systems can change colors on successive scan lines, using more colors
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than the ones listed.
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The game Ex-ranza (Ranger-X in USA) for the Genesis is billed as having 128
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colors. It's not clear whether or not this is just a scan line change.
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The existence of multiple graphics modes also confuses things--it might not be
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possible to use all features at the highest graphics mode, as in the lack of
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hardware rotation in the SNES 512x448 mode. I'm not sure if there are
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limitations on the double resolution Genesis mode (used for Sonic split
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screen), and I have no idea about the TG-16 241 colors or 512x262 mode (the
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262 sounds a bit like overscan). I've also heard of a 482-color TG-16 mode.
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``Does the Genesis CD-ROM have extra colors, sprites, or resolution?''
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No. (Despite at least two errors in Gamepro magazine.)
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``What is this megabit stuff? Isn't it supposed to be byte?''
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1 byte is equal to 8 bits, so an 8 megabit game is really 1 megabyte. (Also,
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``mega'' for computers is 1048576, not an even million). This started when
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Sega advertised ``mega cartridges'' for the Sega Master System several years
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ago to make the games sound bigger, and may also have to do with the fact that
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some memory chips are indeed measured in bits.
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Old Neo-Geo ads claimed "megabytes" for their games, which was a lie.
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``I've heard of a 32/64 bit game system....''
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Various upcoming game systems have been rumored as 32- or 64-bit. You can't
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just add the bits in the separate processors and get a meaningful number,
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though, so the Sega CD isn't a 32-bit system even though it has two 16-bit
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processors. (Similarly, a Neo-Geo isn't a 24 bit system.) There are several
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processor characteristics that measure in bits; whether or not a processor
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counts as 32-bit may depend on what you consider important. (A 32-bit
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processor might be one which has a 32-bit address space, performs operations on
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32-bit quantities, or has a 32 bit wide bus).
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The "number of bits" in a system is a fairly worthless piece of information.
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There are much better ways to compare video game systems.
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The Jaguar apparently really is 64 bits, though that means little by itself.
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Game Genie Genesis decoding
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Merlyn LeRoy posted the method to convert Game Genie codes to real hex codes:
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For example, SCRA-BJX0 is a game genie code. Each letter is 5 bits from
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the table ABCDEFGHJKLMNPRSTVWXYZ0123456789, A=00000, B=00001, C=00010...
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S C R A - B J X 0
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01111 00010 01110 00000 00001 01000 10011 10110
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ijklm nopIJ KLMNO PABCD EFGHd efgha bcQRS TUVWX rearrange as...
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00000000 10011100 01110110: 01010100 01111000
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ABCDEFGH IJKLMNOP QRSTUVWX: abcdefgh ijklmnop
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24-bit address 16-bit data
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MSB LSB MSB LSB
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Which is 009c76: 5478
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Pro Action Replay format for Genesis
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The Pro Action Replay codes for the Genesis are just an address/data format,
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AAAAAADDDD. The Pro Action Replay can either intercept reads to ROM, or in-
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stall a routine which continually restores RAM values. (Codes which modify
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RAM can't be converted to Game Genie formats.) The best educated guesses are
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that FF as first two digits of the address indicates RAM, and anything else is
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a page pointer for ROM. The data is a 16 bit number, but if the first two di-
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gits of the data are 00, the device only inserts an 8 bit number. (You prob-
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ably need two codes if you want to insert a 16 bit number which starts with
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two zeroes.)
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There was some puzzlement from the code server administrator about the differ-
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ences between an Action Replay, Game Action Replay, and Pro Action Replay.
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(If anyone knows, mail me or him....)
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Game Genie SNES decoding
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(This is from hexadecimal to Genie, to reverse just run it backwards)
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Data - D7 down to D0
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Address - A23 down to A0. Bit 15 is always a 1; if you use a 0, the Game
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Genie will just change it to a 1 anyway.
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DDDD DDDD AAAA AAAA AAAA AAAA AAAA AAAA
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7654 3210 1111 7654 9822 2232 1011 1111
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5432 32 10 98 7610
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Example - Force AD at 80C7AA
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Data= 1010 1101
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Address= 1000 0000 1100 0111 1010 1010
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1010 1101 1100 1010 1110 0010 1000 0001
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=ADCAE281
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The Game Genie hex is encoded from normal hexadecimal, so at this
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point you must translate with the following table:
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HEX: 0 1 2 3 4 5 6 7 8 9 A B C D E F
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GENIE: D F 4 7 0 9 1 5 6 B C 8 A 2 3 E
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Translates to C2AC-346F
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SNES/SF Game Finger (copier code) decoding
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The general format is: AAAAABBBBBBCCD <- a 14-digit codes
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| | | |_ D: target to replace bytes
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A: address of the first | | |___ C: checksum
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byte to be replaced _______| |_______ B: 3 bytes for replacement
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Unused B bytes are replaced by XX. Note that the address only refers to a 1
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meg address space.
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The checksum format is: stick an 0 in front and then divide into sequences of
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two hex digits representing bytes. Add together the first six of these (the
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A's and B's). I have no idea if D is added in also, since the person who
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originally posted this information used an example of D=0.
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Values for D are:
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0: replace values in DRAM of copier
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1: replace values in backup RAM of copier
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2, 8, A, C, F: non-standard codes which may be converted to 0.
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The Game Finger codes are in plain hexadecimal, but they use ROM cartridge
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addresses while the Game Genie uses CPU addresses. The conversion is as
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follows:
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CPU ROM (cartridge)
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address address
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A23 none
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A22 none
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A21 none
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A20 A19
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A19 A18
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A18 A17
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A17 A16
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A16 A15
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A15 none (A15 is always high for ROM accesses)
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A14 A14
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A13 A13
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A12 A12
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A11 A11
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A10 A10
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A9 A9
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A8 A8
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A7 A7
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A6 A6
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A5 A5
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A4 A4
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A3 A3
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A2 A2
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A1 A1
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Action Replay Codes for SNES
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The format is AAAAAADD for address and data. The RAM/ROM details are probably
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similar to for the Genesis, which again makes some codes nonconvertible.
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The cumulative intellect of the net doesn't seem to know much about these
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codes at all. We also need to know if this one is an Action Replay, Pro
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Action Replay, or Game Action Replay....
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Section 7: Compatibility:
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========================
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FAMICOM: Same as NES. Adaptors reportedly exist.
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FAMICOM DISK SYSTEM: No US counterpart. (People kept copying the disks.)
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SUPER FAMICOM: Same as Super NES. There are probably at least four versions:
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American/Japanese, at least two incompatible European versions, and
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Australian. These are incompatible because of lockout chips, but you can buy
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an adapter which takes two cartridges and uses the lockout chip from one and
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the program from the other.
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There are some older adapters that don't include all data lines, and on these,
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some games like Super Mario Kart or Starfox won't work.
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Some games also have PAL protection (PAL is the TV system in Europe and Aus-
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tralia.) This problem can't be fixed with an adaptor alone, and only happens
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when trying to run American/Japanese games on PAL systems or vice-versa.
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Known games with this problem are SF2 Turbo and Super Mario All-Stars. A Game
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Action Replay code to get SF2 Turbo to work is listed elsewhere in this FAQ.
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There is supposedly a way to remove the lockout altogether and to switch 50/60
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hertz. (Then you won't need an adapter.) I don't know how to do this. If
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you do, tell me.
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For American/Japanese games, neither lockout problem happens, but the
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cartridges are shaped to not fit in each other's machines. If you cut away the
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plastic that prevents them from fitting, you can play them; on a US system it's
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the two little plastic tabs that slide into the back of cartridges. (Or you
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can use an ``adapter'' which just changes the cartridge slot size).
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PC ENGINE/COREGRAFX/DUO: Same as Turbografx-16. Cartridge games aren't
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compatible, but you can buy adapters for $20-30 through many mail order
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places. CD and SCD games are normally compatible without adapters; the Super
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CD-ROM expansion (3.0 card with 256K memory) will itself work in a TG-16 with
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CD and adapter. The Arcade Card is a Japanese-only extra 2M memory card,
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which works with the 3.0 already present; it's not quite clear what you'll
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need to use this on an American system.
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Some existing adapters aren't shaped to fit in a Turbo Duo. Find one that
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fits, or do some cutting....
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There is a hardware difference between the two machines, which cartridges can
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read. Most TG-16 cartridges check it, and won't work on a PCE even with an
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adapter. (Exception: Night Creatures works.) All known CDs work both ways,
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and all known Japanese games work on a TG-16 with adapter.
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The Altered Beast CD does not work, but that's because of an incompatibility
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with the CD system version; it won't work on a PC Engine 2.0 or SCD either.
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Note: The CD-ROM2 is the the CD, not the super-CD. The "2" comes from the
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Japanese name "Rom Rom".
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SUPERGRAFX: No US counterpart. (The Supergrafx is an enhanced PC Engine and
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can play PC Engine games without modification, though of course these are hard
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to get in the US.)
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MEGA DRIVE: Same as Genesis. Compatibility is a bit tricky.
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The European and Australian machine called the Mega Drive is identical to the
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Genesis except that it emits a 50 hertz PAL signal. The Japanese one is
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identical to the Genesis except for a plastic "cartridge lock", a larger
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cartridge slot, and the language setting.
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First, to play games in the "wrong" machine you must plug them in. You can
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buy an adapter, or just cut away the plastic that keeps them from fitting. On
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a US/European machine, this is some plastic around the slot; on an older
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Japanese machine, this is the cartridge lock (the tab that pushes into the slot
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from the left when you turn on the machine). I never even needed to remove the
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cartridge lock, but some people have told me they did.
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|
|
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.
|
|
|
|
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). I've also heard that a PAL Master
|
|
System game won't run at all on a US Game Gear, which seems contradictory if
|
|
the systems are the same. (If you find out, tell me.) 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 8: 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 9: Other FAQ's and regular postings:
|
|
===========================================
|
|
|
|
NOTE: A "list" is not a mailing list unless it _says_ "mailing list".
|
|
|
|
Anime video games list: maintained by Steve Pearl (pearl@remus.rutgers.edu).
|
|
The list can be ftp'ed from romulus.rutgers.edu (128.6.13.2).
|
|
|
|
Japanese video game source list: ditto.
|
|
|
|
The Lynx cheat list is on atari.archive.cc.umich.edu.
|
|
|
|
Lynx FAQ: formerly maintained by Robert Jung (rjung@netcom.com). The current
|
|
status is uncertain.
|
|
|
|
Jaguar FAQ: maintained by Robert Jung (rjung@netcom.com).
|
|
|
|
Game Gear FAQ: send mail to Tony Clark (tclark@hptc.mentorg.com).
|
|
|
|
Game Boy FAQ: send mail to Marat Fayzullin (fms@wam.umd.edu).
|
|
|
|
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.
|
|
|
|
Genesis and Sega CD cheat/hint list: maintained by Bopb Rusbasan (rrusbasa@
|
|
nyx.cs.du.edu).
|
|
|
|
Game Genie/Gold Finger/Action Replay code server: send mail to
|
|
game-genie-serv%nvcc.uucp@groucho.sonoma.edu (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.)
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Neo-Geo FAQ: maintained by Ralph A. Barbagallo III (nugget@genesis.nred.ma.us).
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TG-16 cheat list/FAQ: maintained by Steve Pearl (pearl@remus.rutgers.edu).
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Vectrex FAQ: maintained by Gregg Woodcock (woodcock@sdf.lonestar.org).
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TG-16 mailing list: send mail to turbo-list-request@cpac.washington.edu.
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Street Fighter II archive/FAQ: available on altair.krl.caltech.edu in
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/pub/sf2. This also has a lot of other moves lists.
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Move lists: ftp netcom.com, pub/vidgames/faqs.
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Classic system cartridge server: send mail to mail-server@xocolatl.com with
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"send CARTS.LST" as the body.
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Game system development mailing lists: send a message to listserv@
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busop.cit.wayne.edu with the line "SUBSCRIBE FAMIDEV" (or MEGADEV). There
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is an ftp site with hardware information on busop.cit.wayne.edu. There seem
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to be other lists there, details of which I'm not sure.
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--
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Ken Arromdee (email: arromdee@jyusenkyou.cs.jhu.edu)
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ObYouKnowWho Bait: Stuffed Turkey with Gravy and Mashed Potatoes
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"There are no good or evil plants. There are only... plants." --Ficus (Quark)
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