Forums

Sega Master System / Mark III / Game Gear
SG-1000 / SC-3000 / SF-7000 / OMV
Home - Forums - Games - Scans - Maps - Cheats - Credits
Music - Videos - Development - Hacks - Translations - Homebrew

View topic - Aditional RAM in SMS Terminator ?

Reply to topic
Author Message
  • Joined: 29 Mar 2012
  • Posts: 886
  • Location: Spain
Reply with quote
Aditional RAM in SMS Terminator ?
Post Posted: Wed Dec 28, 2016 1:16 pm
When discussing in another forum(elotrolado.net) about the cartridges that have aditional RAM, one user has posted this picture of "The Terminator" PCB.



Apart from the MPR-14831-F ROM, there's another chip that looks like a RAM chip. I thought that the only games using aditional RAM were "Desert SpeedTrap" and "The Flash". Anyone has any idea about that?
  View user's profile Send private message
  • Joined: 05 Sep 2013
  • Posts: 3825
  • Location: Stockholm, Sweden
Reply with quote
Post Posted: Wed Dec 28, 2016 1:40 pm
isn't that a mapper chip?
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 886
  • Location: Spain
Reply with quote
Post Posted: Wed Dec 28, 2016 2:02 pm
It's what I thought, but according to the specs for that part number, it's a RAM chip...(but maybe I did it wrong)
  View user's profile Send private message
  • Joined: 05 Sep 2013
  • Posts: 3825
  • Location: Stockholm, Sweden
Reply with quote
Post Posted: Wed Dec 28, 2016 3:51 pm
According to the info here, this is a 2Mbit game: thus it needs a mapper, which I believe is that other chip :)
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 886
  • Location: Spain
Reply with quote
Post Posted: Wed Dec 28, 2016 4:33 pm
Well, for size I was sure that it needed a mapper, but most of this era games (post 1990) have the mapper inside the ROM itself...
  View user's profile Send private message
  • Joined: 21 Oct 2015
  • Posts: 303
Reply with quote
Post Posted: Wed Dec 28, 2016 5:39 pm
I think it is clear that it should be RAM by the name of the chip.
  View user's profile Send private message
  • Joined: 14 Apr 2013
  • Posts: 624
Reply with quote
Post Posted: Wed Dec 28, 2016 6:10 pm
Also looking at the code (starting from $3744) helps:
ld a, $08
ld (_RAM_FFFC_), a

It maps cart-RAM into slot 2. I don't see any battery on this pic so I guess it's safe to add the "Embed Extra RAM" tag to this game. Is there any hint about the size of this RAM chip?
  View user's profile Send private message Visit poster's website
  • Joined: 05 Feb 2012
  • Posts: 10
  • Location: Amsterdam
Reply with quote
Post Posted: Wed Dec 28, 2016 9:06 pm
According to the Datasheet Archive the partnumber relates to a 32Kb Low Power CMOS Static RAM (DIP format). See attached PDF
DSA2IH00163379.pdf (264.14 KB)

  View user's profile Send private message
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 14738
  • Location: London
Reply with quote
Post Posted: Thu Dec 29, 2016 9:06 am
32Kb = 4KB, which seems on the low side. How much of the save file gets touched in an emulator?
  View user's profile Send private message Visit poster's website
  • Joined: 14 Apr 2013
  • Posts: 624
Reply with quote
Post Posted: Thu Dec 29, 2016 9:29 am
Maxim wrote
32Kb = 4KB, which seems on the low side. How much of the save file gets touched in an emulator?

I didn't run anything yet but there's code clearing $bf00 to $bfff and code accessing its data from $8000.
  View user's profile Send private message Visit poster's website
  • Joined: 05 Sep 2013
  • Posts: 3825
  • Location: Stockholm, Sweden
Reply with quote
Post Posted: Thu Dec 29, 2016 9:30 am
The datasheet says 32768 8-bit words, so it's 32KB...
Also, can this kind of RAM retain contents even when not powered?
I suspect it's NOT used for savegames...
  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 14738
  • Location: London
Reply with quote
Post Posted: Thu Dec 29, 2016 9:59 am
Indeed, the datasheet says 256Kbit. Case matters :)

The game only fills 8KB and seems to slightly rely on data wrapping at that point - it actually emits a couple of bytes extra with values to match the start, and then checks for the address reaching $a0xx to end the loop. I guess it was in the era of larger chips being cheaper due to availability. It's a shame they didn't use more of it.

Something to check: on level 1, at the top left, there is a star if the game has more than 8KB but a black square if it has exactly 8KB (or the upper 24KB is not connected up). What do you see on a real cartridge?
Terminator, The-02.png (4.26 KB)
32KB RAM version
Terminator, The-02.png
Terminator, The-03.png (4.2 KB)
8KB RAM version
Terminator, The-03.png

  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 08 Jul 2001
  • Posts: 8649
  • Location: Paris, France
Reply with quote
Post Posted: Sat Dec 31, 2016 10:10 am
Nice find!

They are all Probe games so they may just use the same engine.
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 886
  • Location: Spain
Reply with quote
Post Posted: Mon Jan 02, 2017 9:09 am
Could some one check any other Probe game PCB's ? Alien 3, for instance...
  View user's profile Send private message
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 14738
  • Location: London
Reply with quote
Post Posted: Mon Jan 02, 2017 9:16 am
It's easy enough to tell in an emulator, Alien 3 doesn't use the extra RAM. Which is weird because it seems to have equally large levels.
  View user's profile Send private message Visit poster's website
Reply to topic



Back to the top of this page

Back to SMS Power!