Hi! I want to make a SFC cart boot on my unmodded pal snes. I read about the supercic key and that I need a 12f629 pic.. But the original cic in my SFC cart is 16 pin and the supercic pic for the key file is only 8 pin.. What did I miss? I don't want to mod my snes, only the cart. Thanks for your time!
SuperCIC pinout is different from original CIC. So, you can't just replace it. You need to remove original CIC (or cut the connection from it). Then rewire all the wires.
Tomy wrote:
SuperCIC pinout is different from original CIC. So, you can't just replace it. You need to remove original CIC (or cut the connection from it). Then rewire all the wires.
I thought so, but couldnt find any info about it
but it will workout i think
Here's how to connect the pic 12f629 to replace a CIC (once programmed with SuperCIC of course)
Look at the comments of supercic asm file, there is all you need to know in there!
I have a quick question about this mod, do you just have to burn the CIC Key hex fil to a 12F629 and solder it in a shown above?
Also, Bytestorn, how did it go, did it work?
Thanks.
i successfully did the following to play a PAL cart in a NTSC SNES console.
I got Axelay PAL, disoldered the CIC chip
got a CIC chip from a donor NTSC cart and Soldered into the PAL cart pcb.
It worked!
btw, I though the Super CIC had the same wiring as the CIC.
Is there any other Chip that Can work as the CIC with same wiring?
Sorry to dig up an old post. I just had a question about how the supercic key switches to PAL or NTSC mode...
Seeing as there is only 1 supercic.key file, i'm assuming both the PAL and NTSC lockout codes are in there (i've checked the .asm file, but it doesnt say specifically). So, if I was to wire the supercic key to a regular NTSC cart, and pop it in a PAL system, what would happen? Does it require a reset to enable the right region, or will it scan immediately to find out what region the console is?
I've never done it (as i dont have a PAL console), but I have a friend over in the Netherlands that wants a SoM2 game for his PAL system. So I just want to make sure that the game will actually boot for him when it shows up.
Thanks for the help!
I think it detects when it fails to unlock the console and next time you reset it will try a different region.
MottZilla wrote:
I think it detects when it fails to unlock the console and next time you reset it will try a different region.
Is that for sure then? Is there any way I can lock into PAL only mode?
Would this supercic be able to get around games that check both region and hz
to be able to play games like smurfs and smurfs 2 (both PAL) on an NTSC SNES?
I'm pretty sure it would if you were to install it in your SNES console since it would let you boot in PAL 50Hz then switch to NTSC 60Hz shortly after. And you can switch back and forth between NTSC/PAL.
SkinnyV wrote:
I'm pretty sure it would if you were to install it in your SNES console since it would let you boot in PAL 50Hz then switch to NTSC 60Hz shortly after. And you can switch back and forth between NTSC/PAL.
I was thinking more of putting it on the cart pcb so it could run on a stock ntsc SNES. Is that possible with this chip? I have added switches to an SNES before to get past both the region lockout and the frequency of 50\60hz but I was hoping for an in-cart solution if possible.
Nah, it won't do you any good if there's extra protection checking for the video frequency. All it would do is allow the cart to boot on your NTSC Snes but as soon as the game code will check the video frequency it will give you a ''Not designed for your region'' type of screen.
SkinnyV wrote:
Nah, it won't do you any good if there's extra protection checking for the video frequency. All it would do is allow the cart to boot on your NTSC Snes but as soon as the game code will check the video frequency it will give you a ''Not designed for your region'' type of screen.
I really wish there was a way to patch the binary for smurfs and smurfs 2 then cause it's a real PITA that I have to use a moded console to pay the carts. I'd rather mod the carts themselves and have a stock console.
Well there's always flash cart or you could make a patched repro if it's a game you like a lot.
SkinnyV wrote:
Well there's always flash cart or you could make a patched repro if it's a game you like a lot.
My knowledge of how the snes makes the check and how to get around it with alternate code is not great enough to make a such an edit or patch or I would already have made one and shared it with the rest of the smurfs fans out there
You can use Ucon64 to remove common copy protections. After you did that, it does not matter which CIC is installed on the board. You still need the correct CIC key for the CIC lock in the SNES though.
Hias wrote:
You can use Ucon64 to remove common copy protections. After you did that, it does not matter which CIC is installed on the board. You still need the correct CIC key for the CIC lock in the SNES though.
I don't think Ucon does the frequency check removal. I believe it's more complicated than that. I'd love to hear I'm wrong on this though
so if someone knows different please do tell me so!
If you could describe the earliest point where the game's protection kick in/what it does exactly and I'll at least take a look at it. Thanks
Update: Ok, I looked at both games. The Smurfs seem to use the basic PAL protection while The Smurfs 2 doesn't seem to have any protection at all (beside the lock-out chip of course). I obviously didn't finish the game and only played for about one level so it's not 100% but I'm confident this particular protection won't kick in later in game . You can remove the protection from The Smurf using an hex editor. Open up the rom in your Hex editor, go to offset 00000BF4 (or offset 00000DF4 if it has a copier header) and replace the following 3 bytes ''AD 3F 21'' with ''A9 10 00''. If you are scared of Hex Editor, I made you a patch for you to try:
http://www.skinnyv.com/misc/The_Smurfs_SNES_PAL_Fix.rarThis patch is for the rom included in the No-Intro set (Smurfs, The (Europe) (En,Fr,De,Es,It).sfc).
I encountered some GFX bug on the ACT 1 banner but I also got them on the un-patched rom so it is not caused by the patch. I tested it on a old Tototek flash cart that doesn't apply any kind of fix by it self contrary to newer cart like the SD2SNES does. Let me know if you have any issue.
SkinnyV wrote:
If you could describe the earliest point where the game's protection kick in/what it does exactly and I'll at least take a look at it. Thanks
Update: Ok, I looked at both games. The Smurfs seem to use the basic PAL protection while The Smurfs 2 doesn't seem to have any protection at all (beside the lock-out chip of course). I obviously didn't finish the game and only played for about one level so it's not 100% but I'm confident this particular protection won't kick in later in game . You can remove the protection from The Smurf using an hex editor. Open up the rom in your Hex editor, go to offset 00000BF4 (or offset 00000DF4 if it has a copier header) and replace the following 3 bytes ''AD 3F 21'' with ''A9 10 00''. If you are scared of Hex Editor, I made you a patch for you to try:
http://www.skinnyv.com/misc/The_Smurfs_SNES_PAL_Fix.rarThis patch is for the rom included in the No-Intro set (Smurfs, The (Europe) (En,Fr,De,Es,It).sfc).
I encountered some GFX bug on the ACT 1 banner but I also got them on the un-patched rom so it is not caused by the patch. I tested it on a old Tototek flash cart that doesn't apply any kind of fix by it self contrary to newer cart like the SD2SNES does. Let me know if you have any issue.
I will try this and thank you SOO much for helping.