MottZilla wrote:
Cartridges will use your standard Parallel Static RAM chips with response times around what SNES MaskROMs were, so as fast as 120ns to no slower than 200ns.
No game will game SRAM and another form of RAM in it, that wouldn't have made much sense in costs. Again most SNES games contain a 8kbyte parallel static ram chip, probably with a 200ns response time or faster. Some games only have a 2kbyte chip. Few have a 32kbyte chip. I think 64kbytes is only found in Super FX games which would have the same type of chip but would be some kind of surface mounted version rather than DIP version.
Although not used in retail cartridges, there are Super FX prototype pcbs with seperate save and work RAM:
http://dforce3000.de/?p=fdsingle&uid=95http://dforce3000.de/?p=fdsingle&uid=161The Super FX patent also mentions a DRAM controller, but I'm not sure if that was included in the mass-produced version.
Quote:
Kirby's Dreamland (sa-1) has 32kbytes. Kirby's Super Star (sa-1) has 8kbytes.
Another SA-1 game, Pebble Beach no Hotou: New Tournament Edition, has 64Kbyte BW-RAM. 2Mbit are the theoretical maximum according to the official manual, in addition to the on-chip fast but tiny I-RAM.
Quite an interesting game with fully texture-mapped 3D-graphics. Hardly realtime, though. One single frame takes a couple of seconds to be rendered.
BW-RAM on the SA-1 is optional, both RAM types can hold savegame data (backup battery).
Apart from that, the BS-X host cartridge has 4Mbit PSRAM.