List of Super NES enhancement chips

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As part of the overall plan for the Super Nintendo Entertainment System, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console. Rather than require a complicated upgrade procedure found in the IBM PC Compatible world of computers, these certain enhancement chips were included inside the plug-in game cartridges themselves if needed for a specific game. This is most often characterized by 16 additional pins on the cartridge card edge.[1]

Contents

[edit] Super FX

Super FX-rendered 3D polygon graphics in the SNES game Star Fox
Super FX-rendered 3D polygon graphics in the SNES game Star Fox
Main article: Super FX

The Super FX chip is a supplemental RISC CPU developed by Argonaut Games that was included in certain game cartridges to perform functions that the main CPU could not feasibly do.[2] It was typically programmed to act as a graphics accelerator chip that would draw polygons to a frame buffer in the RAM that sat adjacent to it.

In addition to rendering polygons, the chip was also used to assist the SNES in rendering advanced 2D effects. Super Mario World 2: Yoshi's Island used it for advanced graphics effects like sprite scaling and stretching, huge sprites that allowed for boss characters to take up the whole screen, and multiple foreground and background parallax layers to give a greater illusion of depth.

This chip went through three revisions, first starting out as a chip-on-board epoxy glob-top in the earliest Star Fox cartridges, labeled as Mario Chip-1 (Mathematical, Argonaut, Rotation & I/O). Within a year, the chip was given a more conventional surface-mount package with the designation GSU-1, commonly called the Super FX. Both versions are clocked with a 21 MHz signal, but an internal clock speed divider halved it to 10.5 MHz. Later on, the design was revised to become the GSU-2, known as the Super FX 2. Unlike the earlier Super FX chips, this version was able to reach 21 MHz. All versions of the Super FX chip are functionally compatible in terms of their instruction set. The differences arise in how they are packaged, their pinout, and their internal clock speed.[3]

[edit] CX4

The CX4 coprocessor chip in Mega Man X2
The CX4 coprocessor chip in Mega Man X2

The CX4 chip, often incorrectly called the C4, is a math coprocessor that was used by Capcom to perform general trigonometric calculations for wireframe effects, sprite positioning and rotation. It is known for its role in mapping and transforming wireframes in the final scenes of Capcom's second and third Mega Man X series games.[2]

CX4 wireframe test screen
CX4 wireframe test screen

A CX4 self-test screen can be accessed by holding the 'B' button on the second controller upon system start-up in Mega Man X2. In both the PlayStation 2 and GameCube versions of Mega Man X Collection, this self-test screen is still accessible in Mega Man X2 (although differently accessed due to the remapped controller configuration), but was removed in Mega Man X3.[4]

The Cx4 chip has been accurately emulated in several popular SNES emulators, such as ZSNES and Snes9x, allowing both games to be fully compatible with those emulators given that the user has their ROM images.

[edit] DSP

DSP-1 chip in Pilotwings
DSP-1 chip in Pilotwings

This series of fixed-point digital signal processor chips allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[5] Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, was most often used; the DSP-2, DSP-3, and DSP-4 were used in only one title each.[6]

[edit] DSP-1

The DSP-1 is the most varied and widely-used of the SNES DSPs, appearing in over 15 separate titles. It is used as a math coprocessor in games such as Super Mario Kart and Pilotwings that require more advanced Mode 7 scaling and rotation. It also provides fast support for the floating point and trigonometric calculations needed by 3D math algorithms. The later DSP-1A and DSP-1B serve the same purpose as the DSP-1, however, several bugs were corrected in these later chips.

[edit] DSP-2

The DSP-2 can only be found in the SNES port of Dungeon Master. Its primary purpose is to convert Atari ST bitmap image data into the SNES bitplane format. It also provides dynamic scaling capability and transparency effects.

[edit] DSP-3

An assistant chip used only in one turn-based strategy game for the Super Famicom in Japan titled SD Gundam GX. The chip assisted with tasks like calculating the next AI move, Shannon-Fano bitstream decompression, and bitplane conversion of graphics.

[edit] DSP-4

A DSP used in only one game cartridge, Top Gear 3000. It primarily helped out with drawing the race track, especially during the times that the track branched into multiple paths, which was a unique feature of this type of game at the time.

[edit] GB-Z80

Main article: Super Game Boy

The chip used inside the Super Game Boy peripheral possessed a core identical to the Z80-derived CPU in the handheld Game Boy Color. Because the Super NES was not powerful enough for software emulation of the Game Boy, circuitry equivalent to an entire handheld console had to sit inside of the cartridge.[7]

[edit] MX15001TFC

This chip was made by MegaChips exclusively for Nintendo Power cartridges. The cartridges were equipped with flash ROMs instead of mask ROMs, and were designed to hold games downloaded from specialized kiosks for a fee. The chip managed communication with the kiosks to download ROM images, and provided an initial menu to select which of the downloaded games would be played. Some titles were available both in cartridge and download form, while others were download only. The service was closed on February 8, 2007.[8]

[edit] OBC-1

A sprite manipulation chip used exclusively in the Super Scope game Metal Combat: Falcon's Revenge, the sequel to Battle Clash.[2]

[edit] S-DD1

The S-DD1 chip is a powerful ASIC decompressor made by Nintendo for use in some Super Nintendo Entertainment System Game Paks.[2] Designed to handle data compressed by ABS Lossless Entropy Algorithm, a form of arithmetic coding developed by Ricoh, its use was necessary in games where massive amounts of sprite data had to be compressed with a 32 or 48 megabit data limit in mind. This data is decompressed on-the-fly by the S-DD1 and given directly to the picture processing unit.

The S-DD1 mediates between the Super NES's core CPU (the Ricoh 5A22) and the game's ROM via two buses. However, the controlling 5A22 processor may still request normal, uncompressed data from the game's ROM even if the S-DD1 is already busy with a decompression operation. This form of parallelism allows sprite data to be decompressed while other types of data are quickly passed to the main CPU.

Star Ocean and Street Fighter Alpha 2 were the only games that used this chip. It also served as a de facto copy protection that made these titles extremely difficult to emulate.

[edit] S-RTC

A real-time clock chip used in one game, Dai Kaiju Monogatari 2.[2]

[edit] SA-1

SA-1 chip
SA-1 chip

The Super Accelerator 1 (SA-1) chip was used in a number of SNES games, including the popular Super Mario RPG: Legend of the Seven Stars.[9]

Similar to the 5A22 CPU in the SNES console, the SA-1 contains a processor core based on the 65C816 with several programmable timers.[2] The SA-1 does not function as a slave CPU for the 5A22; both can interrupt each other independently.

The SA-1 also features a range of enhancements over the standard 65C816:

[edit] SPC7110

A data decompression chip designed by Epson that was used in a few games by Hudson. Far East of Eden Zero also contains a real-time clock chip accessed via the SPC7110.[2]

[edit] ST

ST010 chip in Exhaust Heat II
ST010 chip in Exhaust Heat II

The ST series of chips were used by SETA Corporation to enhance AI functionality.

[edit] ST010

Used for general functions and handling the AI of opponent cars in F1 ROC II: Race of Champions.[10]

[edit] ST011

Used for AI functionality in the Shogi board game Hayazashi Nidan Morita Shogi. Likely based on the same microcontroller core as the ST010.[7]

[edit] ST018

Used for AI functionality in Hayazashi Nidan Morita Shogi 2.[7]

[edit] List of Super NES games that use enhancement chips

Title Chip Year Developer Publisher
Mega Man X2 CX4 1994 Capcom Capcom (NA) (JP) (EU)
Mega Man X3 CX4 1995 Capcom Capcom (NA) (JP)
Armored Trooper Votoms: The Battling Road DSP-1 1993 Takara (JP)
Bike Daisuki! - Rider's Spirits DSP-1 1994 Genki NCS (JP)
Final Stretch DSP-1 1993 Genki LOZC (JP)
Lock-On / Super Air Diver DSP-1 1993 Vic Tokai Vic Tokai
Michael Andretti's Indy Car Challenge DSP-1 1994 Genki Bullet Proof Software (NA) (JP)
Pilotwings DSP-1 1991 Nintendo EAD Nintendo (NA) (JP) (EU)
Shutokō Battle '94: Keichii Tsuchiya Drift King DSP-1 1994 Genki Bullet-Proof Software (JP)
Shutokō Battle 2: Drift King Keichii Tsuchiya & Masaaki Bandoh DSP-1 1995 Genki Bullet-Proof Software (JP)
Suzuka 8 Hours DSP-1 1992 Namco Namco (JP)
Suzuka 8 Hours 2 DSP-1 1993 Namco Namco (JP)
Super 3D Baseball DSP-1 1993 Jaleco (JP)
Super Air Diver 2 DSP-1 1995 Asmik (JP)
Super Bases Loaded 2 DSP-1 1992 Jaleco Jaleco (NA) (JP)
Super F1 Circus Gaiden DSP-1 1995 Nichibutsu (JP)
Super Mario Kart DSP-1/1B 1992 Nintendo EAD Nintendo (NA) (JP) (EU)
Touge Densetsu: Saisoku Battle DSP-1 1996 Genki Bullet-Proof Software (JP)
Ace o Nerae! 3D Tennis DSP-1A 1993 Telenet Japan Telenet Japan (JP)
Ballz 3D DSP-1B 1994 PF Magic Accolade (NA)
Dungeon Master DSP-2 1992 FTL Games JVC Victor (JP)
SD Gundam GX DSP-3 1994 BEC Bandai (JP)
Top Gear 3000 DSP-4 1995 Gremlin Interactive Kemco (NA) (JP) (EU)
Metal Combat: Falcon's Revenge OBC-1 1993 Intelligent Systems Nintendo
Daisenryaku Expert WWII: War in Europe SA-1 1996 SystemSoft Alpha ASCII Corporation (JP)
Derby Jockey 2 SA-1 1995 Muse Soft Asmik
Dragon Ball Z: Hyper Dimension SA-1 1996 TOSE Bandai (JP) (EU)
Itoi Shigesato no Bass Tsuri No. 1 SA-1 1997 HAL Laboratory Nintendo (JP)
J. League '96 Dream Stadium SA-1 1996 Hudson Soft (JP)
Jikkyou Oshaberi Parodius SA-1 1995 Konami Konami (JP)
Jumpin' Derby SA-1 1996 Naxat Soft (JP)
Kakinoki Shogi SA-1 1995 ASCII Corporation (JP)
Kirby Super Star SA-1 1996 HAL Laboratory Nintendo (NA) (JP) (EU)
Kirby's Dream Land 3 SA-1 1997 HAL Laboratory Nintendo (NA) (JP)
Marvelous: Mouhitotsu no Takarajima SA-1 1996 Nintendo R&D2 Nintendo (JP)
Masters New: Haruka Naru Augusta 3 SA-1 1995 T&E Soft (JP)
PGA Tour '96 SA-1 1995 Black Pearl Software Electronic Arts
Super Robot Taisen Gaiden: Masō Kishin - The Lord Of Elemental SA-1 1996 Winkysoft Banpresto (JP)
Mini 4WD Shining Scorpion Let's & Go!! SA-1 1996 KID ASCII Corporation (JP)
Pebble Beach no Hotou: New Tournament Edition SA-1 1996 T&E Soft (JP)
PGA European Tour SA-1 1996 Halestorm THQ / Black Pearl Software
Power Rangers Zeo: Battle Racers SA-1 1996 Natsume Bandai
SD F-1 Grand Prix SA-1 1995 Video System (JP)
SD Gundam G NEXT SA-1 1995 BEC Bandai (JP)
Shin Shogi Club SA-1 1995 Hect (JP)
Shogi Saikyou SA-1 1995 Magical Company (JP)
Shogi Saikyou 2 SA-1 1996 Magical Company (JP)
Super Bomberman Panic Bomber World SA-1 1995 Hudson Soft Hudson Soft (JP)
Super Mario RPG: Legend of the Seven Stars SA-1 1996 Square Nintendo (NA) (JP)
Star Ocean S-DD1 1996 tri-Ace Enix (JP)
Street Fighter Alpha 2 S-DD1 1996 Capcom Capcom (NA) (JP)
Dai Kaiju Monogatari 2 S-RTC 1996 Birthday Hudson Soft (JP)
Far East of Eden Zero SPC7110 1995 Red Company Hudson Soft (JP)
Momotaro Dentetsu Happy SPC7110 1996 Hudson Soft (JP)
Super Power League 4 SPC7110 1996 Hudson Soft (JP)
F1 ROC II: Race of Champions / Exhaust Heat II ST010 1993 SETA Corporation SETA Corporation (NA) (JP)
Hayazashi Nidan Morita Shogi ST011 1993 Random House SETA Corporation (JP)
Hayazashi Nidan Morita Shogi 2 ST018 1995 Random House SETA Corporation (JP)
Dirt Trax FX Super FX GSU-1 1995 Sculptured Software Acclaim Entertainment (NA)
Star Fox / Starwing Super FX GSU-1 1993 Nintendo EAD, Argonaut Nintendo (NA) (JP) (EU)
Stunt Race FX Super FX GSU-1 1994 Nintendo EAD, Argonaut Nintendo (NA) (JP) (EU)
Vortex Super FX GSU-1 1994 Argonaut Games Electro Brain (NA), Pack-In-Video (JP)
Comanche Super FX GSU-2 cancelled Nova Logic Nova Logic (NA)
Dirt Racer Super FX GSU-2 1995 MotiveTime Elite Systems (EU)
Doom Super FX GSU-2 1996 Sculptured Software Williams (NA), Imagineer (JP), Ocean (EU)
Powerslide Super FX GSU-2 cancelled Elite Systems Elite Systems (EU)
FX Fighter Super FX GSU-2 cancelled Argonaut Games GTE Entertainment (NA) (EU)
Star Fox 2 Super FX GSU-2 cancelled Nintendo EAD Nintendo
Super Mario FX Super FX GSU-2 cancelled Nintendo EAD Nintendo
Super Mario World 2: Yoshi's Island Super FX GSU-2 1995 Nintendo EAD Nintendo (NA) (JP) (EU)
Winter Gold / FX Skiing Super FX GSU-2 1997 Funcom Nintendo (NA) (EU)

[edit] References

  1. ^ "Anomie's SNES Port Doc" (text). Retrieved on 2007-07-13.
  2. ^ a b c d e f g (2007-05-01) Snes9x readme.txt v1.51. snes9x.com. Retrieved on 2007-07-03.
  3. ^ "The Super FX chip". MyPSP News.
  4. ^ "CX4 test functions and source code contributors".
  5. ^ "Digital Signal Processing". Overload's Puzzle Sheet (2006-05-29). Retrieved on 2007-05-09.
  6. ^ Nach; Moe, Lord Nightmare. "SNES Add-on Chip information". Retrieved on 2007-05-09.
  7. ^ a b c "ZSNES v1.51 Documentation". Retrieved on 2007-07-03.
  8. ^ "Nintendo Power". N-Sider.com. Retrieved on 2007-07-03.
  9. ^ "SA-1 Demonstration Program". SNES Central.
  10. ^ "ST-0010". Overload's Puzzle Sheet. Retrieved on 2007-07-03.

[edit] External links

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