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Aditional RAM in SMS Terminator ?
Posted: Wed Dec 28, 2016 1:16 pm
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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? |
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Posted: Wed Dec 28, 2016 1:40 pm |
isn't that a mapper chip? | |
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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) | |
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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 :) | |
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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... | |
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Posted: Wed Dec 28, 2016 5:39 pm |
I think it is clear that it should be RAM by the name of the chip. | |
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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? |
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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
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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? | |
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Posted: Thu Dec 29, 2016 9:29 am |
I didn't run anything yet but there's code clearing $bf00 to $bfff and code accessing its data from $8000. |
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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... |
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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? |
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Posted: Sat Dec 31, 2016 10:10 am |
Nice find!
They are all Probe games so they may just use the same engine. |
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Posted: Mon Jan 02, 2017 9:09 am |
Could some one check any other Probe game PCB's ? Alien 3, for instance... | |
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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. | |