List of Super NES enhancement chips
The list of Super NES enhancement chips demonstrates Nintendo hardware designers' plan to easily expand the Super Nintendo Entertainment System with special coprocessors. This standardized selection of chips was available to licensed developers, to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the Super NES's generation, this provided a cheaper and more versatile way of maintaining the system's market lifespan compared to Nintendo's option of using a much more expensive CPU, or an increasingly obsolete stock chipset, in the Super NES itself.
The presence of an enhancement chip is often indicated by 16 additional pins on either side of the original pins, 8 to each side.[1]
Super FX
The Super FX chip is a 16-bit supplemental
This chip has at least four revisions, first as a
Cx4
The Cx4 chip is a
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 X3.[6]
DSP
This series of fixed-point
DSP-1
The DSP-1 is the most varied and widely used of the Super NES DSPs, in more than 15 separate games. It is used as a
DSP-2
The DSP-2 is only in Dungeon Master. Its primary purpose is to convert Atari ST bitmap image data into the Super NES bitplane format. It also provides dynamic scaling capability and transparency effects.[11]
DSP-3
The DSP-3 is only in the turn-based strategy game SD Gundam GX for Super Famicom. It assists with tasks like calculating the next AI move, Shannon–Fano bitstream decompression, and bitplane conversion of graphics.[12]
DSP-4
The DSP-4 is used in only Top Gear 3000. It primarily assists with drawing the race track, especially during the times that the track branches into multiple paths.
Sharp LR35902
The hardware inside the Super Game Boy peripheral includes a Sharp SM83[13][14] core mostly identical to the CPU in the handheld Game Boy.[15] Because the Super NES is not powerful enough for software emulation of the Game Boy, the hardware for the entire handheld is inside of the cartridge.[16] Game Boy games however run approximately 2.4% faster than on an actual Game Boy due to a slightly higher clock speed.[17] The Super Game Boy 2, only released in Japan, fixes this.
MX15001TFC
This chip was made by MegaChips exclusively for
OBC-1
OBC-1 is a sprite manipulation chip used exclusively in the Super Scope game Metal Combat: Falcon's Revenge, the sequel to Battle Clash.[2]
Rockwell RC2324DPL
The Rockwell RC96V24DP is a low power,
S-DD1
The S-DD1 chip is an ASIC decompressor made by Nintendo for use in some Super Nintendo Entertainment System Game Paks.[2] Designed to handle data compressed by the ABS Lossless Entropy Algorithm, a form of arithmetic coding developed by Ricoh, its use is necessary in games where massive amounts of sprite data are compressed with a total design limit of 32-megabits. This data is decompressed dynamically by the S-DD1 and given directly to the picture processing unit.
The S-DD1 mediates between the Super NES's
Star Ocean and Street Fighter Alpha 2 are the only games that use this chip. Emulation of the S-DD1 was initially difficult, requiring "graphics packs" to be provided for the affected games, until the compression algorithm was identified.[21][22]
S-RTC
S-RTC is a
SA1
The Super Accelerator 1 (SA1) chip is used in 34[
Similar to the
The SA1 also features a range of enhancements over the standard 65C816:
- 10.74 clock speed, compared to the 5A22's maximum of 3.58 MHz
- Faster RAM, including 2 KB of internal RAM
- Memory mappingcapabilities
- Limited data storage and compression
- New DMA modes such as bitmap to bit plane transfer
- Arithmetic functions (multiplication, division, and cumulative)
- Hardware timer (either as a linear 18-bit timer, or synchronised with the PPU to generate an IRQ at a specific H/V scanline location)
- Built-in CIC lockout, for copy protection and regional marketing control
SPC7110
A data decompression chip designed by
ST
The ST series of chips are used by SETA Corporation to enhance AI.
ST010
Used for general functions and handling the AI of opponent cars in
ST011
ST011 is used for AI functionality in the
ST018
The ST018 is used for AI functionality in Hayazashi Nidan Morita Shogi 2. It is a 21.47 MHz, 32-bit ARMv3 processor.[9][25]
List of Super NES games with enhancement chips
Title | Chip | Year | Developer | Publisher |
---|---|---|---|---|
Mega Man X2 NA EU Rockman X2 JP |
CX4 | 1994 | Capcom | Capcom (NA) (JP) (EU) |
Mega Man X3 NA EU Rockman X3 JP |
CX4 | 1995 | Capcom, Minakuchi Engineering | Capcom (NA) (JP) |
Soukou Kihei 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 NA EUSuper Air Diver JP |
DSP-1 | 1993 | Copya System | SunSoft (EU)
|
Michael Andretti's Indy Car Challenge | DSP-1/1A | 1994 | Genki | Bullet Proof Software (NA) (JP) |
Pilotwings | DSP-1/1B[note 1][26] | 1991 | Nintendo EAD |
Nintendo (NA) (JP) (EU) |
Shutokō Battle '94: Keichii Tsuchiya Drift King | DSP-1B | 1994 | Genki | Bullet-Proof Software (JP)
|
Shutokō Battle 2: Drift King Keichii Tsuchiya & Masaaki Bandoh |
DSP-1B | 1995 | Genki | Bullet-Proof Software (JP)
|
Suzuka 8 Hours |
DSP-1 | 1993 | Arc System Works | Namco (NA) (JP) |
Super Air Diver 2 |
DSP-1 | 1995 | Copya System | Asmik (JP) |
Super Bases Loaded 2 NA Super 3D Baseball JP Korean League KR |
DSP-1 | 1993 | TOSE |
Jaleco (NA) (JP) (KR) |
Super F1 Circus Gaiden | DSP-1 | 1995 | Nichibutsu (JP)
| |
Battle Racers | DSP-1 | 1995 | Banpresto | Banpresto (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 (NA) (JP) (EU) |
SD Gundam GX | DSP-3 | 1994 | BEC |
Bandai (JP) |
Top Gear 3000 NA EU
The Planet's Champ TG 3000 JP |
DSP-4 | 1995 | Gremlin Interactive | Kemco (NA) (JP) (EU) |
Metal Combat: Falcon's Revenge | OBC-1 | 1993 | Intelligent Systems | Nintendo (NA) (EU) |
Asahi Shinbun Rensai: Katou Ichi-Ni-San Shougi: Shingiryuu | SA1 | 1995 | Varie | Varie (JP) |
Daisenryaku Expert WWII: War in Europe | SA1 | 1996 | SystemSoft Alpha | ASCII Corporation (JP)
|
Derby Jockey 2 | SA1 | 1995 | Graphic Research | Asmik (JP) |
Dragon Ball Z: Hyper Dimension | SA1 | 1996 | TOSE |
Bandai (JP) (EU) |
Habu Meijin no Omoshiro Shōgi | SA1 | 1995 | Access | Tomy (JP) |
Hayashi Kaihou Kudan no Igo Oodou | SA1 | 1996 | Ask Kodansha (JP) | |
Itoi Shigesato no Bass Tsuri No. 1 | SA1 | 1997 | Dice, HAL Laboratory | Nintendo (JP) |
J.League '96 Dream Stadium | SA1 | 1996 | Hudson Soft (JP) | |
Jikkyou Oshaberi Parodius |
SA1 | 1995 | Konami | Konami (JP) |
Jumpin' Derby | SA1 | 1996 | KID | Naxat Soft (JP)
|
Kakinoki Shogi | SA1 | 1995 | Sakata SAS | ASCII Corporation (JP)
|
Kirby Super Star NA
Hoshi No Kirby Super Deluxe JP Kirby's Fun Pak EU |
SA1 | 1996 | HAL Laboratory | Nintendo (NA) (JP) (EU) |
Kirby's Dream Land 3 NA Hoshi no Kirby 3 JP |
SA1 | 1997 | HAL Laboratory | Nintendo (NA) (JP) |
Marvelous: Mouhitotsu no Takarajima |
SA1 | 1996 | Nintendo R&D2 | Nintendo (JP) |
Masters New: Haruka Naru Augusta 3 |
SA1 | 1995 | T&E Soft |
T&E Soft (JP)
|
Mini 4WD Shining Scorpion Let's & Go!! | SA1 | 1996 | KID | ASCII Corporation (JP)
|
Pebble Beach no Hotou: New Tournament Edition | SA1 | 1996 | T&E Soft |
T&E Soft (JP)
|
Pachi-Slot Monogatari - PAL Kougyou Special | SA1[27] | 1995 | Nihon Soft System (JP) | |
PGA European Tour |
SA1 | 1996 | Halestorm | Black Pearl Software (NA) (EU)
|
PGA Tour 96 | SA1 | 1995 | Black Pearl Software |
Electronic Arts (NA) (EU) |
Power Rangers Zeo: Battle Racers | SA1 | 1996 | Natsume Co., Ltd. |
Bandai (NA) (EU) |
Pro Kishi Jinsei Simulation: Shōgi no Hanamichi | SA1 | 1996 | Access | Atlus (JP) |
Saikousoku Shikou Shougi Mahjong | SA1 | 1995 | Varie | Varie (JP) |
SD F-1 Grand Prix | SA1 | 1995 | Video System | Video System (JP) |
SD Gundam G NEXT | SA1 | 1995 | Japan Art Media | Bandai (JP) |
Shin Shogi Club | SA1 | 1995 | Hect (JP) | |
Shogi Saikyou | SA1 | 1995 | Magical Company (JP) | |
Shogi Saikyou 2 | SA1 | 1996 | Magical Company (JP) | |
Super Bomberman Panic Bomber World |
SA1 | 1995 | Hudson Soft | Hudson Soft (JP) |
Super Mario RPG: Legend of the Seven Stars NASuper Mario RPG JP |
SA1 | 1996 | Square | Nintendo (NA) (JP) |
Super Robot Taisen Gaiden: Masō Kishin - The Lord Of Elemental |
SA1 | 1996 | Winkysoft | Banpresto (JP) |
Super Shougi 3: Kitaihei | SA1 | 1995 | I'Max (JP) | |
Taikyoku Igo: Idaten | SA1 | 1995 | Bullet Proof Software | Bullet Proof Software (JP) |
Takemiya Masaki Kudan no Igo Taishou | SA1 | 1995 | KSS (JP) | |
Star Ocean | S-DD1 | 1996 | tri-Ace | Enix (JP) |
Street Fighter Alpha 2 NA EU Street Fighter Zero 2 JP |
S-DD1 | 1996 | Capcom | Capcom (NA) (JP) (EU) |
Daikaijuu Monogatari II |
S-RTC | 1996 | AIM, Birthday | Hudson Soft (JP) |
Far East of Eden Zero (Tengai Makyou 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 NA Exhaust Heat II JP |
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) |
Star Fox NA JP Starwing EU |
Super FX GSU-1 | 1993 | Nintendo EAD, Argonaut Software |
Nintendo (NA) (JP) (EU) |
Stunt Race FX NA EU Wild Trax JP |
Super FX GSU-1 | 1994 | Nintendo EAD, Argonaut Software |
Nintendo (NA) (JP) (EU) |
Vortex | Super FX GSU-1 | 1994 | Argonaut Software | 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 NA EU
Super Mario: Yossy Island JP |
Super FX GSU-2 | 1995 | Nintendo EAD |
Nintendo (NA) (JP) (EU) |
Doom |
Super FX GSU-2 | 1995 | Sculptured Software |
Imagineer (JP), Ocean (EU)
|
Winter Gold EU FX SkiingNA (canceled) |
Super FX GSU-2 | 1997 | Funcom | Nintendo (EU) |
Canceled games
Title | Chip | Year | Developer | Publisher |
---|---|---|---|---|
Star Fox 2[note 2] | Super FX GSU-1 | - | Nintendo EAD, Argonaut Software |
Nintendo |
FX Fighter | Super FX GSU-2 | - | Argonaut Software | GTE Entertainment (NA) (EU)
|
Comanche | Super FX GSU-2 | - | Nova Logic |
Nova Logic (NA)
|
Powerslide | Super FX GSU-1 | - | Elite Systems | Elite Systems (EU) |
Transformers[29] | Super FX GSU-1 | - | Argonaut Software |
- ^ On cartridges with DSP-1B, the plane in attract mode crashes.
- ^ Star Fox 2 was eventually released in 2017 in the Super NES Classic Edition with Super FX GSU-1 emulation.[28]
See also
- Memory management controlleris the Nintendo Entertainment System's (NES) previous generation of enhancement chips.
- Super 8, an unlicensed peripheral which includes a NES on a chip.
References
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- ^ "The Super FX chip". MyPSP News. Archived from the original on 2008-07-24.
- ^ a b c d "SNES ST-0010, ST-0011 [NEC uPD96050] emulation". Forums. Retrieved 2020-07-17.
- ^ "CAPコブン on Twitter_ _SFC用ソフト「ロックマンX2」発売25周年おめでとう!! ところで本作に採用されたカプコン独自のDSPチップ『C×4』(シーフォー)って何の略なの? という長年の謎の答えを発掘してきました。『CAPCOM CONSUMER CUSTOM CHIP』の略だったらしい…". Retrieved 2020-01-17.
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- ^ "Digital Signal Processing". Overload's Puzzle Sheet. 2006-05-29. Archived from the original on 2011-06-10. Retrieved 2007-05-09.
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- ^ Turing, Foone. "Today's weird discovery: Pilotwings (1991) has a set of demos that play if you don't press any keys, and one of them acts differently depending on when your cartridge was made, basically. Does the plane crash or not?". Twitter. Retrieved 11 May 2019.
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- ^ Overload; The Dumper. "DSP3 Gamepaks". Archived from the original on 2021-10-09. Retrieved 2022-04-11.
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- ISBN 978-3-319-08234-9, retrieved 2024-01-15
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- ^ Siliconinsider. "SETA ST018 VLSI (1994)". Twitter. Retrieved 18 April 2023.
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