List of Super NES enhancement chips

List of Super NES enhancement chips

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[citation needed], the hardware designers made it easy to interface special coprocessor chips to the console[citation needed]. Rather than require a console upgrade, these enhancement chips were included inside the plug-in game cartridges. The presence of an enhancement chip is most often indicated by the presence of 16 additional pins on the cartridge card edge.[1]

Contents

Super FX

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

The Super FX chip is a 16bit 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 which was still 16bit,but 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 pin out, and their internal clock speed.[3]

CX4

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

A CX4 self-test screen can be accessed by holding the 'B' button on the second controller upon system start-up in both Mega Man X2 and Mega Man X3.[4] In both the PlayStation 2 and Nintendo 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 not in Mega Man X3, because Mega Man X Collection features the 32-bit CD version of the game and not the SNES version.

The CX4 chip has been emulated in several popular SNES emulators, such as ZSNES and Snes9x, allowing both games to be playable with those emulators given that the user has their ROM images. In June 2011, bsnes added low-level emulation of the CX4 chip, significantly improving emulation accuracy compared to the high-level emulation approach used by previous emulators.[5]

DSP

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.[6] 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.[7]

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.

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.

DSP-3

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

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.

GB-Z80

The chip used inside the Super Game Boy peripheral possessed a core identical to the Z80-derived CPU in the handheld Game Boy. 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.[8]

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.[9]

OBC-1

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

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-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.

S-RTC

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

SA-1

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.[10]

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:

  • Upgraded 10 MHz clock speed, up from a max of 3.58 MHz
  • Faster RAM
  • Memory mapping capabilities
  • Limited data storage and compression
  • New DMA modes such as bitmap to bit plane transfer
  • Built-in CIC lockout, for copy protection and regional marketing control

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]

ST

ST010 chip in Exhaust Heat II

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

ST010

Used for general functions and handling the AI of opponent cars in F1 ROC II: Race of Champions.[11]

ST011

Used for AI functionality in the Shogi board game Hayazashi Nidan Morita Shogi. Likely based on the same microcontroller core as the ST010.[8]

ST018

Used for AI functionality in Hayazashi Nidan Morita Shogi 2.[8]

List of Super NES games that use enhancement chips

Title Chip Year Developer Publisher
Mega Man X2 / Rockman X2 CX4 1994 Capcom Capcom (NA) (JP) (EU)
Mega Man X3 / Rockman X3 CX4 1995 Capcom, Minakuchi Engineering Capcom (NA) (JP)
Armored Trooper Votoms: The Battling Road DSP-1 1993 Genki Takara (JP)
Bike Daisuki! Hashiriya Kon - 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 Copya System 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 1993 Arc System Works Namco (JP)
Super Air Diver 2 DSP-1 1995 Copya System Asmik (JP)
Super Bases Loaded 2 / Super 3D Baseball DSP-1 1993 TOSE 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)
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 Graphic Research Asmik
Dragon Ball Z: Hyper Dimension SA-1 1996 TOSE Bandai (JP) (EU)
Habu Meijin no Omoshiro Shougi SA-1 Access Tomy (JP)
Itoi Shigesato no Bass Tsuri No. 1 SA-1 1997 Dice, 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 KID Naxat Soft (JP)
Kakinoki Shogi SA-1 1995 Sakata SAS 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 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 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 Video System (JP)
SD Gundam G NEXT SA-1 1995 Japan Art Media 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 / Street Fighter Zero 2 S-DD1 1996 Capcom Capcom (NA) (JP) (EU)
Dai Kaiju Monogatari 2 S-RTC 1996 AIM, Birthday Hudson Soft (JP)
Far East of Eden Zero SPC7110 1995 Red Company Hudson Soft (JP)
Momotaro Dentetsu Happy SPC7110 1996 Make Software Hudson Soft (JP)
Super Power League 4 SPC7110 1996 Now Production 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 nec810 which was a 21 mhz 32bit processor with 21 mips, far exceeding even the sa1 and superfx2 in performance 1995 Random House SETA Corporation (JP)
Star Fox / Starwing Super FX GSU-1 1993 Nintendo EAD, Argonaut Nintendo (NA) (JP) (EU)
Stunt Race FX / Wild Trax 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)
Dirt Racer Super FX GSU-1 1994 MotiveTime Elite Systems (EU)
Dirt Trax FX Super FX GSU-1 1995 Sculptured Software Acclaim Entertainment (NA)
Super Mario World 2: Yoshi's Island Super FX GSU-2 1995 Nintendo EAD Nintendo (NA) (JP) (EU)
Doom Super FX GSU-2 1996 Sculptured Software Williams (NA), Imagineer (JP), Ocean (EU)
Winter Gold / FX Skiing Super FX GSU-2 1997 Funcom Nintendo (NA) (EU)
Star Fox 2 Super FX GSU-2 cancelled Nintendo EAD Nintendo
FX Fighter Super FX GSU-2 cancelled Argonaut Games GTE Entertainment (NA) (EU)
Comanche Super FX GSU-2 cancelled Nova Logic Nova Logic (NA)
Powerslide Super FX GSU-2 cancelled Elite Systems Elite Systems (EU)
Super Mario FX Super FX GSU-2 cancelled Nintendo EAD Nintendo

References


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