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Mark III Edge Connector
Post Posted: Fri Oct 31, 2014 12:33 pm
Sullins makes a 0.125" series of edge connectors. They are usually very good about sending out samples - I ordered 2 yesterday.

http://www.sullinscorp.com/catalogs/119_PAGE50-51_.125_HP_DS_WW_RA.pdf

EBA22DCTN would be a valid part# for Mark III edge. The part is non-stock at most distributors but you can still place an order directly on the Sullins website.

As someone pointed out in the FM Power Base Converter thread, Tototek also sells Mark III edge connectors but their stock seems sporadic at best; I wouldn't rely on them.

There are also batches of Chinese 0.125" 2x22pos edge connectors which show up on eBay from time to time.
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Post Posted: Sat Nov 01, 2014 10:27 am
I wonder, would it be possible to use one of these edge connectors to produce a MarkIII-to-SMS converter? Something which is essentially the opposite of this?

Although such a converter would not be particularly useful for playing games, it would be very helpful for dumping. Most current dumping methods (SMSReader, Gender Adapter, Retrode) assume a Western cartridge. A converter would make it much easier to dump Japanese, Korean & SG-1000 carts, and it should also allow cards to be dumped using an off-the-shelf Card Catcher.
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Post Posted: Sat Nov 01, 2014 7:15 pm
I've made such cart few weeks ago for Bock (to help him dumping games). I send them to fab this week.
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Post Posted: Sun Nov 02, 2014 5:04 pm
Paul Baker wrote
I wonder, would it be possible to use one of these edge connectors to produce a MarkIII-to-SMS converter?

It sure is, and you can play SG-1000 games and early Mark III games so long as you've done a BIOS mod on the system you're playing on.
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Post Posted: Sat Nov 08, 2014 12:14 pm
ichigobankai wrote
I've made such cart few weeks ago for Bock (to help him dumping games). I send them to fab this week.

Are you making several of these converters? Will they be available to other people?
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Post Posted: Tue Nov 18, 2014 5:42 pm
Paul Baker wrote
Although such a converter would not be particularly useful for playing games, it would be very helpful for dumping.


I beg to disagree. Such converter is very helpful for playing games. I made one for myself a few months ago and it's working flawlessly.

None of the SG-1000, and some of the early MarkIII games don't have the checksum header needed to work on export BIOS, but many (I'd guess most if not all) of the later games have it, even the games never exported or with different code between jp/export. The japanese cartridges I have personally tested are: Phantasy Star, Alex Kidd BMX Trial, Megumi Rescue, Galactic Protector and Hoshi Wo Sagasite. Sukeban Deka 2 didn't work.

I noticed a trend to guess which game would work out of the box on an export system: games with the label MarkIII / Master System 共用 all played fine on my unmodified system whereas the game with the label MarkIII 専用 gives me a BIOS error. It's not that reliable as Alex Kidd BMX Trial works even though it's labelled with only MarkIII.

For the paddle games you also need a region mod for the paddle to work properly, but the game itself works with the export BIOS.
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Post Posted: Tue Nov 18, 2014 8:44 pm
I've passed a complete mark III set through a little python script and I only found these titles without header :

file: Argos no Juujiken (J) [!].sms
file: Astro Flash (J) [!].sms
file: Castle, The (SG-1000).sg
file: Final Bubble Bobble (J) [!].sms
file: Fushigi no Oshiro Pit Pot (J) [!].sms
file: Ghost House (J) [!].sms
file: Great Baseball (J) [!].sms
file: Great Soccer (J) [!].sms
file: Hang-On (J) [!].sms
file: Loletta no Syouzou (J) [!].sms
file: Machine Gun Joe (J) [!].sms
file: Satellite 7 (J) [!].sms
file: Seishyun Scandal (J) [!].sms
file: Solomon no Kagi - Oujo Rihita no Namida (J) [!].sms
file: Spy vs. Spy (J) [!].sms
file: Teddy Boy Blues (J) [!].sms
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Post Posted: Tue Nov 18, 2014 8:50 pm
ichigobankai wrote
I've passed a complete mark III set through a little python script and I only found these titles without header :
-snip-

Yes, but that's only half the battle. Did you verify that the checksums are correct in the games with the header? As I understand it, many Japanese titles have incorrect header checksums, which also cause failures on the export SMS.
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Post Posted: Tue Nov 18, 2014 9:15 pm
yes you're right....I've only checked the "TMR SEGA" string >_<

i've checked all roms and these ones have a faulty checksum :


- Anmitsu Hime
- Ashura
- Golvellius Valley of Doom
- High School! Kimengumi
- Nekkyu Koushien
- Pro Yakyuu Pennant Race


I do not understand the idea below putting a wrong checksum...
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Post Posted: Tue Nov 18, 2014 9:28 pm
ichigobankai wrote
yes you're right....I've only checked the "TMR SEGA" string >_<
--snip--
I do not understand the idea below putting a wrong checksum...

I don't think that they intended to... it's probably a mix of being lazy or a last-minute change (i.e. they generated the header, then found an issue, patched the issue, and forgot to update the checksum). Then they tested it on Mark III, it booted, ship it! ;)
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Post Posted: Tue Nov 18, 2014 10:17 pm
You need to check the region code too, export BIOSes demand 4.
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Post Posted: Tue Nov 18, 2014 10:53 pm
That's actually a pretty small number of Japanese SMS cartridges when you consider that eleven of those are cards, and two are technically SG-1000 games. That leaves just the two Salio SMS games and Bubble Bobble as the only Japanese SMS cartridges without a header. Then there's a further six which have a faulty checksum. A cartridge converter would actually have a very high level of compatibility on a Western SMS (should be 100% on a Mega Drive or Game Gear).

Edit: I guess compatibility would probably be lower taking into account Maxim's comment. I wasn't aware that some SMS games were intentionally region locked.
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Post Posted: Tue Nov 18, 2014 11:24 pm
Maxim wrote
You need to check the region code too, export BIOSes demand 4.

Yeah, that will be the major issue probably. I'm guessing many of them don't have that set to 4.
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Post Posted: Wed Nov 19, 2014 2:50 am
BKK wrote
That leaves just the two Salio SMS games and Bubble Bobble as the only Japanese SMS cartridges without a header.

There's a few more Mark III carts that lack a header as well, here's a list of them based on research I did last year:

Action Fighter
Alex Kidd no Miracle World
Astro Warrior
Fantasy Zone
Great Golf
Great Soccer
Masters Golf
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Post Posted: Wed Nov 19, 2014 10:24 pm
I thought the colour pallette is wrong on SG-1000 games on SMS/GG/MD?
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Post Posted: Wed Nov 19, 2014 11:01 pm
You can use a loader to get correct colours on a Game Gear, otherwise you get nothing. On a Mega Drive, you can't get any graphics. The Master System does indeed have a rather different palette.
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Post Posted: Thu Nov 20, 2014 11:37 am
Here's some data from an old analysis (from 2007) - which might have some bad dumps clouding the issue:

Games with no TMR SEGA:

Quote
F-16 Fighting Falcon (jp).sms
Final Bubble Bobble (jp).sms
Great Soccer (jp).sms
Hang On (jp).sms
Loletta no Shouzou (jp).sms
Machine Gun Joe (jp).sms
Rygar [A] (jp).sms
Solomon's Key (jp).sms
Super Tetris (kr).sms


Games with bad checksums:

Quote
Anmitsu Hime (jp).sms
Ashura (jp).sms
Astro Flash (jp).sms
F-16 Fighting Falcon (jp).sms
Final Bubble Bobble (jp).sms
Ghost House (jp).sms
Golvellius (jp).sms
Great Baseball (jp).sms
Great Golf (jp).sms
Great Soccer (jp).sms
Hang On (jp).sms
High School Kimengumi (jp).sms
Hokuto no Ken [A] (jp).sms
Kujakuou (jp).sms
Loletta no Shouzou (jp).sms
Machine Gun Joe (jp).sms
Masters of Combat.sms
Monica no Castelo do Dragao (br).sms
Nekyuu Kousien (jp).sms
Pit Pot (jp).sms
Rygar [A] (jp).sms
Satellite 7 (jp).sms
Shadow Dancer.sms
Solomon's Key (jp).sms
Sport Pad Soccer (jp).sms
Spy vs Spy (jp).sms
Super Tetris (kr).sms
Super Wonderboy Monster World.sms
Teddy Boy Blues (jp).sms


Games with Japan region codes:

Quote
Alex Kidd in Miracle World (jp).sms
Anmitsu Hime (jp).sms
Ashura (jp).sms
Astro Flash (jp).sms
Double Target.sms
F-16 Fighting Falcon (jp).sms
Ghost House (jp).sms
Great Baseball (jp).sms
Great Golf (jp).sms
Great Soccer (jp).sms
Haja No Fuuin (jp).sms
Hang On (jp).sms
High School Kimengumi (jp).sms
Hokuto no Ken (jp).sms
Lord of Sword (jp).sms
Machine Gun Joe (jp).sms
Makai Retsuden (jp).sms
Nekyuu Kousien (jp).sms
Pit Pot (jp).sms
Satellite 7 (jp).sms
Sport Pad Soccer (jp).sms
Spy vs Spy (jp).sms
Sukeban Deka II (jp).sms
Super Wonderboy Monster Land (jp).sms
Teddy Boy Blues (jp).sms
Tensai Bakabon (jp).sms


Games with invalid region codes:

Quote
Bank Panic [B].sms
Final Bubble Bobble (jp).sms
Loletta no Shouzou (jp).sms
Rygar [A] (jp).sms
Solomon's Key (jp).sms
Super Tetris (kr).sms
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Post Posted: Thu Nov 20, 2014 12:03 pm
There's no program to fix checksum/region code?
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Post Posted: Thu Nov 20, 2014 3:56 pm
Maxim wrote
Here's some data from an old analysis (from 2007) - which might have some bad dumps clouding the issue:

I think it may be more likely that people have fixed the checksums and added headers to many of the ROMs circulating around online in the years since. Certainly on other consoles, that has been the case, where region and copy protections have been patched out of a number of the ROMs you can get today.
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Post Posted: Thu Nov 20, 2014 3:59 pm
sverx wrote
There's no program to fix checksum/region code?
I think there are some, but one I tried awhile back (sorry, can't remember the name) seemed to break if the ROM wasn't at least 32KB in size (the one I was trying to fix wasn't). It was looking for the header only at 0x7FF0-0x7FFF, so since the ROM ended at 0x2000, it was very confused.
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Post Posted: Thu Nov 20, 2014 4:46 pm
The ROMs you see are remarkably clean, there's usually no need to patch the headers as piracy devices boot to a loader first. We are seeing hard-patched hacks for other reasons though.

Nobody released a header editor because we want to avoid these "fixes" happening! Once emulators started booting to a BIOS, people started wanting to patch ROMs to work, which is silly. I guess now either they boot to a different BIOS, or to a patched BIOS (as in Meka), or the emulator soft-patches the files. In all cases, there's no need to edit ROM images on disk.
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Post Posted: Fri Nov 21, 2014 2:03 am
I too have performed an analysis of Japanese SMS games. I found 73 Japan exclusive ROMs (including SMS-GG ROMs) - of these, 43 had one or more of:

  1. Missing "TMR SEGA" at $7ff0
  2. Incorrect checksum
  3. Region code other than 4

Quote
    3 Alex Kidd no Miracle World (Japan).sms
  2 3 Anmitsu Hime (Japan).sms
1 2 3 Argos no Juujiken (Japan).sms
  2 3 Ashura (Japan).sms
1 2 3 Astro Flash (Japan).sms
1 2 3 Comical Machine Gun Joe (Japan).sms
  2   Doki Doki Penguin Land - Uchuu-Daibouken (Japan) (Beta).sms
    3 Double Target - Cynthia no Nemuri (Japan).sms
1 2 3 F-16 Fighting Falcon (Japan).sms
1 2 3 Fantasy Zone (Japan).sms
1 2 3 Final Bubble Bobble (Japan).sms
1 2 3 Fushigi no Oshiro Pit Pot (Japan).sms
1 2 3 Ghost House (Japan).sms
    3 Gokuaku Doumei Dump Matsumoto (Japan).sms
1 2 3 Great Baseball (Japan).sms
  2 3 Great Golf (Japan).sms
1 2 3 Great Soccer (Japan).sms
    3 Haja no Fuuin (Japan).sms
1 2 3 Hang-On (Japan).sms
  2 3 High School! Kimengumi (Japan).sms
    3 Hokuto no Ken (Japan).sms
    3 Lord of Sword (Japan).sms
1 2 3 Loretta no Shouzou (Japan).sms
1 2 3 Mahjong Sengoku Jidai (Japan) (Beta).sms
    3 Makai Retsuden (Japan).sms
  2   Maou Golvellius (Japan).sms
  2 3 Mickey Mouse no Castle Illusion (Japan).gg.sms
  2 3 Nekkyuu Koushien (Japan).sms
    3 Ninja (Japan).sms
  2 3 Pro Yakyuu Pennant Race, The (Japan).sms
  2 3 Rastan Saga (Japan).gg.sms
1 2 3 Satellite 7 (Japan).sms
1 2 3 Seishun Scandal (Japan).sms
1 2 3 Solomon no Kagi - Oujo Rihita no Namida (Japan).sms
  2 3 Sports Pad Soccer (Japan).sms
1 2 3 Spy vs Spy (Japan).sms
    3 Sukeban Deka II - Shoujo Tekkamen Densetsu (Japan).sms
  2 3 Super Kick Off (Japan).gg.sms
    3 Super Wonder Boy - Monster World (Japan).sms
  2 3 Taito Chase H.Q. (Japan).gg.sms
1 2 3 Teddy Boy Blues (Japan) (Proto) (Ep-MyCard).sms
1 2 3 Teddy Boy Blues (Japan).sms
    3 Tensai Bakabon (Japan).sms

That leaves 30 Japan exclusives which should pass the tests performed by export BIOSes:

Quote
Aleste (Japan).sms
Alex Kidd BMX Trial (Japan).sms
Alien Syndrome (Japan).sms
Choplifter (Japan) (Proto).sms
Chouon Senshi Borgman (Japan) (Beta).sms
Chouon Senshi Borgman (Japan).sms
Circuit, The (Japan).sms
Doki Doki Penguin Land - Uchuu Daibouken (Japan).sms
Enduro Racer (Japan).sms
Family Games (Japan).sms
Fantasy Zone II - Opa-Opa no Namida (Japan).sms
Galactic Protector (Japan).sms
Great Tennis (Japan).sms
Great Volleyball (Japan).sms
Hoshi wo Sagasite... (Japan).sms
Kenseiden (Japan).sms
Kujaku Ou (Japan).sms
Mahjong Sengoku Jidai (Japan).sms
Maou Golvellius (Japan) (Beta).sms
Maze Walker (Japan).sms
Megumi Rescue (Japan).sms
Opa Opa (Japan).sms
Phantasy Star (Japan).sms
SDI (Japan).sms
Shinobi (Japan).sms
Space Harrier 3D (Japan).sms
Super Racing (Japan).sms
Thunder Blade (Japan).sms
Woody Pop - Shinjinrui no Block Kuzushi (Japan).sms
Ys (Japan).sms

Of course, all of the ROMs which were released both in Japanese- and export-style cartridges also pass.

jarreboum wrote
Paul Baker wrote
Although such a converter would not be particularly useful for playing games, it would be very helpful for dumping.

I beg to disagree. Such converter is very helpful for playing games. I made one for myself a few months ago and it's working flawlessly.

BKK wrote
A cartridge converter would actually have a very high level of compatibility on a Western SMS (should be 100% on a Mega Drive or Game Gear).

It's good to hear that in fact, a MarkIII-to-SMS converter would be useful for playing games, as well as for dumping. So, is there any way to get hold of one of these converters, other than by building it myself?
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Post Posted: Fri Nov 21, 2014 6:48 am
Paul Baker wrote
So, is there any way to get hold of one of these converters, other than by building it myself?

Nobody out there sells one, it's a DIY thing at this point.
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Post Posted: Fri Nov 21, 2014 11:54 am
This is probably well documented but is there a circuit diagram available somewhere on the website that shows Mark III to SMS pin conversion?
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Post Posted: Fri Nov 21, 2014 8:07 pm
I don't have a diagram, but I did make up a table showing the pin arrangement for making such a converter: http://www.smspower.org/forums/viewtopic.php?p=76032#76032

This post of mine also has some important info: http://www.smspower.org/forums/viewtopic.php?p=76089#76089
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Post Posted: Fri Nov 21, 2014 9:51 pm
This is the wiring I used:
http://pastebin.com/BDwLurrR
Unfortunately I don't have many games to tests, but the ones I have all worked nicely. I didn't know of your adapter when I tried to do mine. I tried to use the indications on Maxim's page to the best of my knowledge (which doesn't say much, eh).

Differences with yours:
- B2 isn't connected to anything (yours is to +5V). I had it initially connected to 46 (CSCN4 / Reset) but it gave me a black screen.
- B4 is connected to 5, you said it breaks compatibility with two games. I'll remove it eventually.
- B9 is to 39 (Refresh) (yours is to 3)
- B11 is to 34 (CONT) (yours isn't)
- B19 is to both 11 (M0-7) and 36 (A15) (yours is 36 only)

Any thoughts on these differences?
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Post Posted: Fri Nov 28, 2014 4:54 pm
Last edited by ichigobankai on Fri Nov 28, 2014 6:02 pm; edited 1 time in total
PCB for Bock received and soldered.
Juste a little mistake with the reset line, need to be cut.

The part/ref given by DB is really good (more than the Chinese one sells buy tototek), i've asked/received 3 samples from sullinscorp.

I'll test my whole Mark III set and make a compatibility list.
I've only tested ~20 games for the moment.
DSC02414 - copie.JPG (155.07 KB)
DSC02414 - copie.JPG
DSC02419 - copie.JPG (187.28 KB)
blue = sullinscorp / black = chinese (tototek)
DSC02419 - copie.JPG

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Post Posted: Fri Nov 28, 2014 5:03 pm
ichigobankai wrote
The part/ref given by DB is really good (more than the Chinese one sells buy tototek), i've asked/received 3 samples to sullinscorp.


Thanks! I'm trying to make an FM PBC version to support Mark III games. I've got the connectors (ironically the same two types as you!) and I need to make a few tests before ordering boards...

What's the issue with the reset signal you encountered? Raphnet made a regular Mark III PBC and, looking at his schematic, he also seems to have encountered an issue with Reset. Maybe there is something wrong with available documentation?
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Post Posted: Fri Nov 28, 2014 5:38 pm
Last edited by jarreboum on Fri Nov 28, 2014 5:53 pm; edited 1 time in total
ichigobankai wrote
PCB for Bock received and soldered.
Juste a little mistake with the reset line, need to be cut.

The part/ref given by DB is really good (more than the Chinese one sells buy tototek), i've asked/received 3 samples to sullinscorp.

I'll test my whole Mark III set and make a compatibility list.
I've only tested ~20 games for the moment.


What pinout have you been using?

db-electronics wrote
What's the issue with the reset signal you encountered? Raphnet made a regular Mark III PBC and, looking at his schematic, he also seems to have encountered an issue with Reset. Maybe there is something wrong with available documentation?


I also had a problem With Reset. According to http://www.smspower.org/maxim/Documents/Pinouts , several commercial adapters connected Reset to +5V and CSCN4. While it may work to play export games on a Jp console, the opposite just makes the console hang at boot. I decided not to detangle Reset, +5V and CSCN4 and just disconnect these pins.

I wish we had a definitive pinout for everybody to see on the website, currently people just try to devise their own based on incomplete information and tend not to share their findings. Someone posted on the Japanese side of the forum with an admittedly slightly different one to work on the Game Gear. No pinout either.
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Post Posted: Fri Nov 28, 2014 5:43 pm
AWESOME.
I have been waiting for this for years.
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Post Posted: Fri Nov 28, 2014 5:53 pm
Last edited by ichigobankai on Fri Nov 28, 2014 5:59 pm; edited 3 times in total
db-electronics wrote
Maybe there is something wrong with available documentation?


I think too !

If /reset is connected to VCC I'm only getting black screen.
For B19, It's only connected to 11 (M0-7) on my board.

I've tested games with and without mappers, and save (Phantasy Star read/saves are working)

B1, B2 are connected together on mark III pcb
B4, B20 are not connected to anything

For the pinout, i've taken maxim's pinouts/informations.
I'll make / post it here.

(see pictures)
mark3-simple.JPG (1.77 MB)
(hoshi wo sagashite)
mark3-simple.JPG
mark3-mapperv1.JPG (2 MB)
(after burner)
mark3-mapperv1.JPG
mark3-mapperv2.JPG (2.12 MB)
(after burner)
mark3-mapperv2.JPG

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Post Posted: Fri Nov 28, 2014 5:57 pm
Thanks for that info guys, when I can make my Japanese Phantasy Star sing in glorious FM on my NTSC Genesis I will post my pinout for all.
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Post Posted: Fri Nov 28, 2014 6:29 pm
Now is the opportunity to find what works and make schematics that are correct! My pinout docs were just collected from various stuff spread all over the place. I find it particularly hard to deal with bare lists of pins to connect, I think you need to have some understanding of the functions you're connecting.
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Post Posted: Sat Nov 29, 2014 2:36 am
Success, I made a very crude adapter which enables an Mark III FMPBC!

The only difference I noted from SMS FMPBC is:

on SMS PBC:
-MD_A16 to SMS_A15
-MD_CE to SMS_M0-7

on M3 PBC
-MD_A16 to nowhere
-MD_CE to M3_A15

Else I followed ichigobankai's suggestions and everything worked well. I attached diagrams of my SMS PBC and M3 PBC pinouts on FM PBC. The only thing to note on my diagrams is that CARTOE (from Megadrive) goes to a CPLD which gates it into #CART - I do this because the FMPBC has a BIOS which sets up the Z80 stack pointer and therefore needs to disable game ROM at startup.

Video or it didn't happen:
http://youtu.be/JYZMHL3xyfU
FMPBC.png (244.36 KB)
FMPBC.png
M3FMPBC.png (182.54 KB)
M3FMPBC.png
20141128_211324.jpg (957.69 KB)
20141128_211324.jpg

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Post Posted: Sat Nov 29, 2014 6:48 am
very nice !

I've wrote my pinout :

FRONT side
mkIII    #jap      #euro    euro
b1       vcc       vcc      1,35
b2       /csnc4    vcc      1,35
b3       /cs       -        -
b4       /m8-req   -        -
b5       /rd       /rd      4
b6       /wr       /wr      2
b7       io rd     -        -
b8       io wr     -        -
b9       /mreq     /mreq    3
b10      /crt0e    /ce     13
b11      /cont     -       -
b12      /ras0     -       -
b13      /cas0     -       -
b14      ca7       -       -
b15      /ras1     -       -
b16      /cas1     -       -
b17      /rcsel    -       -
b18      a14       a14     6
b19      a15       a15     36*
b20      /m1       -       -
b21      gnd       gnd     19,20,21
b22      gnd       gnd     19,20,21

* can be /m0-7 (pin #11) or both.
Works in all cases, tested with and without mapper


BACK side (very easy)

mkIII    #jap    #euro    euro
a1       a0      a0       25
a2       a1      a1       26
a3       a2      a2       27
a4       a3      a3       28
a5       a4      a4       29
a6       a5      a5       30
a7       a6      a6       31
a8       a7      a7       32
a9       a8      a8       8
a10      a9      a9       9
a11      a10     a10      12
a12      a11     a11      10
a13      a12     a12      33
a14      a13     a13      7
a15      d0      d0       24
a16      d1      d1       23
a17      d2      d2       22
a18      d3      d3       18
a19      d4      d4       17
a20      d5      d5       16
a21      d6      d6       15
a22      d7      d7       14
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Post Posted: Sat Nov 29, 2014 1:04 pm
Last edited by Paul Baker on Sat Nov 29, 2014 1:46 pm; edited 1 time in total
In order to help with the design of a MarkIII-to-SMS converter, I have traced out the connections within a Card Catcher. Other than the Japanese SMS, I believe this is the only piece of hardware which can give us official information on a mapping between the Japanese cartridge port and the export cartridge / expansion port.

The table below contains the Card Catcher connections in the first 2 columns. It also consolidates the other pinouts mentioned in this thread, so that everything is in one place:

Japanese    Card        ApolloBoy   jarreboum   ichigobankai
Cartridge   Catcher
Connector

 A1         25          25          25          25
 A2         26          26          26          26
 A3         27          27          27          27
 A4         28          28          28          28
 A5         29          29          29          29
 A6         30          30          30          30
 A7         31          31          31          31
 A8         32          32          32          32
 A9          8           8           8           8
A10          9           9           9           9
A11         12          12          12          12
A12         10          10          10          10
A13         33          33          33          33
A14          7           7           7           7
A15         24          24          24          24
A16         23          23          23          23
A17         22          22          22          22
A18         18          18          18          18
A19         17          17          17          17
A20         16          16          16          16
A21         15          15          15          15
A22         14          14          14          14

 B1          1,35        1,35        1,35        1,35
 B2          1,35        1,35        -           1,35
 B3          3           -           -           -
 B4          5           5*          5           -
 B5          4           4           4           4
 B6          2           2           2           2
 B7          -           -           -           -
 B8          -           -           -           -
 B9          -           3           39          3
B10         13           13          13         13
B11         34           -           34          -
B12          -           -           -           -
B13          -           -           -           -
B14          -           -           -           -
B15          -           -           -           -
B16          -           -           -           -
B17          -           -           -           -
B18          6           6           6           6
B19         11           36,11       36,11       36,11
B20          -           37          37          -
B21         19,21+       19,20,21    19,20,21   19,20,21
B22         19,21+       19,20,21    19,20,21   19,20,21
* ApolloBoy reports that connecting B4 and 5 "breaks compatibility with After Burner and Space Harrier".
+ The Card Catcher leaves pin 20 disconnected.


The only pins for which there is not complete consensus are: B2, B3, B4, B9, B11 and B20.
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Post Posted: Sat Nov 29, 2014 1:38 pm
very nice work ;)

I've tested B9 without connection (like card catcher),
games runs fine (with & without mapper)

- on my pcb B4 "is" connected to 5, but it did not make any difference, it's not connected on MARK III games pcb.

- same thing for B11 (connected on my board but not used/connected on MARK III games pcb)


A pictures of games pcb variant (minus the one with sram/battery)

NB.
I've checked connection on phantasy star pcb, and B3 seems to be connected to something... unfortunately i've got only one PS (so i will not open/destroy it).
BTW i've tested save & load everything runs fine.
DSC02432.JPG (4.86 MB)
DSC02432.JPG

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Post Posted: Sat Nov 29, 2014 5:37 pm
The Card Catcher is a very interesting find, and brings a new light on some of the pins.

- B2 can probably be safely connected to +5V. I can only attest that an adapter without this connection still works with the few games I was able to test it with, but I can't guarantee it doesn't break compatibility for some cartridges. I will modify my adapter to include it.

- B3 and B9 are the main differences I guess. I connected Refresh(B9) to Refresh(39) based on the Master Gear adaptor pinout, and I was surprised to see the others connect it to MReq(3) instead. Maxim however says the function of B9 is uncertain yet.

- The card Catcher lacks the pins 36 to 50 from the export cartridge. This would account for the lack of consensus on pins B9 B19 and B20. It could be an indication these aren't really needed in an adapter? Were these pins (36 to 50) ever shown to be used by commercial software on an export system?
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Post Posted: Sat Nov 29, 2014 5:50 pm
Last edited by ichigobankai on Sat Nov 29, 2014 8:59 pm; edited 1 time in total
I've checked my whole Mark III set (minus cards, because i do not have a card catcher)
Just need some time to write it properly.

Edit.
here we go :

1301        Fantasy Zone
1302        Gokuaku Doumei Dump Matsumoto
1303        Hokuto no Ken
1306        Alex Kidd no Miracle World
1307        Ashura 
1308        Ninja
1309        High School! Kimengumi
1313        Great Golf 
1314        Double Target - Cynthia no Nemuri 
1315        Loretta no Shouzou - Sherlock Holmes
1318        Sukeban Deka II - Shoujo Tekkamen Densetsu
1323        The Pro Yakyuu - Pennant Race 
1324        Makai Retsuden
1328        Anmitsu Hime
1331        Haja no Fuuin
1346        Super Wonder Boy Monster World
1355        Tensai Bakabon
1361        Lord of Sword
1362        Final Bubble Bobble 
1363        Maou Golvellius
1367        Nekkyuu Koushien 

1046        The Castle
001         Argos no Juujiken
002         Solomon no Kagi - Oujo Rihita no Namida


= 24 cartridges
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Post Posted: Sat Nov 29, 2014 8:10 pm
Those are the games which do not work, right?
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Post Posted: Sat Nov 29, 2014 8:34 pm
yes ;)
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Post Posted: Sat Nov 29, 2014 8:55 pm
I have checked the header of all those games. They all have either an invalid checksum either a region code set to Japan.

Apart from Ys:

[./Ys (JP).sms]
Size ...... 262144
Header .... 54 4D 52 20 53 45 47 41 20 20 10 9D 13 70 01 4F
System .... SMS Export (4)
Size ...... 128k
CheckSum .. 9D10, Ok
FullSum ... 178D37C


It AFAIK should work. Can you try again?
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Post Posted: Sat Nov 29, 2014 8:58 pm
My bad !
It is working perfectly....

NB. I've deleted it from the previous post.
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Post Posted: Sat Nov 29, 2014 9:07 pm
With this adapter + a "sms boot loader" type of ROM available one would be able to run more games on a unmodified system.

(
Idea: it would be nice to develop a "boot loader" stub that could be easily embedded in homebrew code (say, as a cheat code, hold 1+2 on startup to go to Boot Loader) so that more people could access a Boot Loader. A very small version could fit in less than 1 KB and could even be included with some repro/patches as an extra.

Something like this with as small as possible (with minimal menu)
http://www.smspower.org/Homebrew/SMSBootLoader-SMS

*EDIT* additionally, if we are going this way of embedding "tool" in homebrew if would be even better to also have something like "sms dump"
http://www.smspower.org/forums/viewtopic.php?t=12294
)
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Post Posted: Sun Nov 30, 2014 2:08 am
ichigobankai wrote
The part/ref given by DB is really good (more than the Chinese one sells buy tototek), i've asked/received 3 samples from sullinscorp.


I've only used the one from tototek, what makes the other one better?
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Post Posted: Sun Nov 30, 2014 7:35 am
Last edited by ichigobankai on Sun Nov 30, 2014 10:23 am; edited 1 time in total
Overall quality :

- "Stronger", gold contacts do not/can not move when you bend/solder pins.
- Pins are easier to bend

But no one sell them (non stock), you need to ask a quote directly at Sullins (btw price is a complete mystery), maybe DB know how much they cost.

Other companies may have a compatible reference, like TE Connectivity, (i do not check this for the moment)

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Post Posted: Sun Nov 30, 2014 9:13 am
Paul Baker wrote
The Japanese SMS [...] can give us official information on a mapping between the Japanese cartridge port and the export cartridge / expansion port.

There is a lot of information about the pinouts of the Japanese SMS in this recent post. For example, the post tells us that the Japanese SMS leaves pin B20 disconnected. Therefore it should be safe to do the same in any adapter.
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Post Posted: Sun Nov 30, 2014 2:33 pm
as for B2, most carts actually connect B1 to B2. It is used to say "there's a cart, disable the card reader." The only japanese games that do not have the bridge between B1 and B2 are the ones that use the 3D glasses, because in that case both slots should be enabled.
For the cart, it makes no difference if B2 is powered or not. However, since B2 is read, and not written, I'd definitely say it should be left unconnected
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Post Posted: Mon Dec 01, 2014 3:40 am
ichigobankai wrote
But no one sell them (non stock), you need to ask a quote directly at Sullins (btw price is a complete mystery), maybe DB know how much they cost.


Digikey is non-stock but shows price and minimum order quantity of 10.

http://www.digikey.com/product-detail/en/EBA22DCTN/EBA22DCTN-ND/4537383
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Post Posted: Mon Dec 01, 2014 3:27 pm
Bock wrote
I have checked the header of all those games. They all have either an invalid checksum either a region code set to Japan.

Apart from Ys:

[./Ys (JP).sms]
Size ...... 262144
Header .... 54 4D 52 20 53 45 47 41 20 20 10 9D 13 70 01 4F
System .... SMS Export (4)
Size ...... 128k
CheckSum .. 9D10, Ok
FullSum ... 178D37C


It AFAIK should work. Can you try again?

What tool gives that particular output, if you don't mind me asking?
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