Super UFO Pro 8 hardware & USB info/tools

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Revenant
Posts: 462
Joined: Sat Apr 25, 2015 1:47 pm
Location: FL

Super UFO Pro 8 hardware & USB info/tools

Post by Revenant »

A few months ago I decided to start poking around with the hardware registers on my Super UFO Pro 8 SD to see if I could increase its usefulness by adding some USB dumping/rewriting support. A little while later I had "Roswell", a combination of a server ROM and client Python scripts to allow pretty much exactly that.

The overall system is still a pretty barebones work in progress, and I've mostly only been testing it for reading and not writing, but it should support doing both with pretty much any cartridge; it's capable of e.g. dumping a 32 Mbit SA-1 cart directly over USB in about 24 seconds, which beats the hell out of having to use the actual firmware's slow and cumbersome SD card support. I remembered other Super UFO-based tools being mentioned here and there so I figured I ought to remember to actually post mine.

Anyway, a copy of my hardware notes for anyone who happens to be interested:

Code: Select all

Super UFO hardware registers
by Revenant

last updated 2018/07/18

The registers at $2184-218f are automatically enabled when turning on the SNES,
but are disabled when launching a game, and are not enabled again if the reset
button is pressed.

If the UFO registers are NOT enabled:
 - Reading any register returns open bus
 - Writing any register except $218a or $218b has no effect
 - CH376 chip is powered off / USB connection is terminated

All other values/effects mentioned below assume the registers are enabled.
So, to configure the memory layout, you have to:
- write #$0a to $218b to write-enable $218a
- write #$00 to $218a to enable BIOS and write-enable other registers
- write $2184-2189 to configure DRAM/SRAM/cartridge mapping

and optionally (i.e. if booting a game)...
- write $218a again to disable BIOS and write-protect other registers
- write $218b to write-protect $218a

The Super UFO uses the WinChipHead CH376 chip for USB communication and SD card
functionality. (See the PDF datasheets in this directory for details)


A point of interest:
On boot, the 9.x UFO firmware reads and writes $2180-83, $2188, $218d and $218f
as a means of decoding the routines which handle $2184-89 (probably to deter
counterfeit/clone hardware). It's currently unknown how to read anything from
$218d or $218f other than open bus, and writing $218d has no known effects.
The equivalent routines are stored "in the clear" in the old 8.x firmware.



$2184 - memory control 1 (UFO SRAM mapping, SRAM size, DRAM size)
=================================================================
Controls which region of a given bank the UFO SRAM is mapped to, and how much
of it is exposed, as well as part of CPU->DRAM address translation.
Read from the bytes at $0012 and $0015 in the UFO header.

W: CPU->DRAM offset (A22)
   bit 7: add 16Mbit if A15 = 0 (HiROM upper 32k if 32 Mbit)
   bit 6: add 16Mbit if A22 = 1 (LoROM if >16 Mbit)
   (see also $2186 below)

if game uses SRAM:
W: bits 4-5 = UFO SRAM mapping (A15:12)
     0: $6000-7fff
     1: $0000-ffff
     2: $0000-7fff
     3: $8000-ffff
   bits 0-2 = UFO SRAM size
     0:     none (open bus)
     1/4/5: $800 bytes (16 kbit)
     2/6:   $2000 bytes (64 kbit)
     3:     $8000 bytes (256 kbit)
     7:     $20000 bytes (1 Mbit)

$2185 - memory control 2 (UFO SRAM mapping)
===========================================
Controls which banks the UFO SRAM is mapped to.
Each byte contains 2-bit logic states for 4 address lines, starting with A23
as the top two bits of $2185. 
Read from the byte at $0016 in the UFO header.

W: bits 6-7 = UFO SRAM mapping (A23)
   bits 4-5 = UFO SRAM mapping (A22)
   bits 2-3 = UFO SRAM mapping (A21)
   bits 0-1 = UFO SRAM mapping (A20)
     0/1: don't care
     2:   0
     3:   1

$2186 - memory control 3 (DRAM size)
====================================
Controls the actual UFO DRAM address translation. 
Essentially, determines which area of DRAM to map to a given SNES CPU address/bank.
The highest two bits of this value are in bits 6-7 of $2184, above. All applicable bits
in both registers must be set for DRAM address decoding/mirroring to work properly.
Read from the byte at $0013 in the UFO header.

W: CPU->DRAM offset (A21:18)
   bit 7: add 8Mbit if A15 = 0 (HiROM upper 32k)
   bit 6: add 8Mbit if A21 = 1
   bit 5: add 4Mbit if A15 = 0 (HiROM upper 32k)
   bit 4: add 4Mbit if A20 = 1
   bit 3: add 2Mbit if A15 = 0 (HiROM upper 32k)
   bit 2: add 2Mbit if A19 = 1
   bit 1: add 1Mbit if A15 = 0 (HiROM upper 32k)
   bit 0: add 1Mbit if A18 = 1
   (see also bits 6-7 of $2184 above)

Essentially, the six highest address lines on the UFO DRAM are driven by
the output of a 5-bit adder, where the two inputs are
  - bits 0/2/4/6 of $2186 and bit 6 of $2184, AND the respective bit in A22:18
  - bits 1/3/5/7 of $2186 and bit 7 of $2184, AND the inverse of A15
  
The remaining DRAM address bits are driven by A17:16 and A14:0, so these settings
effect every 32kb DRAM region within four consecutive banks (e.g. banks 80-83).

In practice, the following combinations are used by the UFO firmware:

Size    LoROM   HiROM
4Mbit   $05     $09
8Mbit   $15     $25
10Mbit  $55     $37
12Mbit  $55     $3d
16Mbit  $55     $95
24Mbit  $55*    $f5
32Mbit  $55*    $55**

*  also set bit 6 of $2184
** also set bit 7 of $2184

$2187 - memory control 4 (DRAM/cart mapping)
============================================
Controls which banks the UFO DRAM is mapped to when game mode is active, or
which half of the cartridge is mapped in when firmware mode is active.
Works like $2185 for DRAM. Read from the byte at $0014 in the UFO header.

if firmware mode is enabled ($218a) and cartridge is enabled ($2189):
W: bits 6-7 = cartridge mapping (A23)
     0:     cart A23 = 0 (cart banks $00-7d at $80-fd, open bus at $fe-ff)
     1/2/3: cart A23 = 1 (cart banks $80-ff at $80-ff)

if game mode is enabled ($218a) and DRAM is enabled ($2189):
W: bits 6-7 = UFO DRAM mapping (A23)
   bits 4-5 = UFO DRAM mapping (A22)
   bits 2-3 = UFO DRAM mapping (A21)
   bits 0-1 = UFO DRAM mapping (A20)
     0/1: don't care
     2:   0
     3:   1

$2188 - memory control 5 & hardware status
==========================================
Used to set LoROM/HiROM mapping for DRAM address translation.
Also returns different hardware info in bits 0-3 depending on what is written
to bit 7 of $218f.
Read from the byte at $0017 in the UFO header.

if $218f & #$80:
R: bits 0-3 = constant #$5 (hardware revision?)
   bits 4-7 = open bus

otherwise:
R: bit 0 (#$01) = no SD card
   bit 1 (#$02) = ? (SD card related)
   bit 2 (#$04) = USB cable connected
   bit 3 (#$08) = ?
   bits 4-7 = open bus

any time:
W: bit 0 (#$01) = UFO DRAM mapping (A15)
     0: don't care (HiROM)
     1: 1 (LoROM)

$2189 - game select
===================
Selects what is mapped at "game" banks as selected by $218a.
Note that if the cartridge is enabled, writes to those addresses will still 
also go to DRAM (if it's write-enabled by $218a).

SRAM and DRAM mapping are determined by $2184-87.
Anything that isn't mapped to either of them will be mapped to the cartridge
if it's enabled, or open bus otherwise.

W: bits 0-1 = game select
firmware mode:
     0/2: enable DRAM only (DRAM always at banks $80+, mapping ignored)
     1/3: enable cartridge only (map low or high half of cart, see $2187)
firmware update mode:
     0/2: enable DRAM and SRAM (DRAM always 32 Mbit and at banks $80+)
     1:   enable SRAM only
     3:   enable SRAM and cartridge
game mode:
     0:   enable DRAM, SRAM, and cartridge 
     1/2: enable SRAM only
     3:   enable SRAM and cartridge

$218a - firmware enable
=======================
if mapper enabled ($218b):
W: #$x0  = firmware mode
           banks $00-07: UFO firmware
           banks $08-7d: SRAM
           banks $80-ff: configurable by $2189
           Enable other registers and write-enable DRAM
           (default power-on state)
           
   #$xA  = firmware update mode(?)
           banks $00-07: UFO firmware
           banks $08-ff: configurable by $2189 (except $7e-7f)
           Disable other registers (and write-enable DRAM or not?)
           (set by firmware updater while reflashing)
           
   other = game mode
           banks $00-ff: configurable by $2189 (except $7e-7f)
           Disable other registers and write-protect DRAM
           (set when booting into DRAM or cartridge)

$218b - mapper enable
=====================
W: #$xA = enable writes to $218a

$218c - CH376 data port
=======================
R/W: input to or output from USB/SD card commands
     (see datasheets for details)
     
$218d - ???
===========
R/W: unknown (antipiracy)

$218e - CH376 command port
==========================
R: bit 7 (#$80) = interrupt flag (0: interrupt pending)
   bits 6-0 = same as data port bits 6-0
W: USB/SD card command (see datasheets for details)

$218f - hardware status control
===============================
R: unknown (antipiracy)
W: bit 7 (#$80) =
     0: get CH376 status in $2188
     1: get hardware revision (or something) in $2188
   bits 0-6 = unknown (antipiracy)
Kangsteri
Posts: 9
Joined: Mon Mar 25, 2013 1:53 am
Location: Finland

Re: Super UFO Pro 8 hardware & USB info/tools

Post by Kangsteri »

I would also be interested on all programs and documentation on the Super UFO. Here is some stuff i have found so far:
Wazoku's programs
Contains fix for the 9.3A update and Memory cassette / Nintendo power rewriting program, etc.

Homepage
Contains drivers, manual and 9.2A update.

UFO manager
Patching program by My life in gaming

I can also confirm that SA-1 and sFX chips are only ones that are not supported. But its only possible to play DSP1-A games with DSP1-B (mario kart and ballz 3d), but not the other way. And there might be issues with unpatched DSP1 LoRom (pilot wings).

The Super UFO is based on the old floppy copying systems. So would it be possible to split the roms for bigger games, like they are split to disks?

Here is some other notes:
You can use both ROM (think Game Genie) and RAM (think Action Replay) cheats at the same time.
You can find the cheats at http://gamehacking.org/system/snes/all
Here is a video about it: https://www.youtube.com/watch?v=HDpQMdACpR8?

Aladdin Pc app can convert SNES Game Genie codes into Golden Finger codes. It can be found here:
https://sites.google.com/site/superufopro8sd/
If you need web app, then: http://gamehacking.org/system/snes has a code converter built in
to the site. Or you can just go to a game's page of cheats, and if it's a Game Genie code,
click the down arrow on the right and look for GoldFinger; or if RAW/PAR code type,
click the arrow and look for X-Terminator. Here's an example page that has both code types,
showing the cheats for Super Mario World (USA): http://gamehacking.org/game/44865?

And here is the full list of ALL Snes special chips:
ALL Snes & Super Famicom games on special chips and cartridge hardware:
(XXXX-1AXX-XX is LoRom, and XXXX-1JXX-XX is HiRom)

BSX:
====
All games work. All roms tested with F-Zero (J) cart.

F-Zero (J) Racing.
F-Zero (US) Racing.
F-Zero 2 (J) Racing.
F-Zero 2 (US) Racing.
KAIZO CHOJIN SHUBIBINMAN ZERO (Shockman) (J) Platforming.
Special Tee Shot (J) (UNRELEASED) Puzzle.

*To make ROM´s work, try go to point "$FFDO" in Hex editor and overwrite first ten bytes with:
"00 00 000000 31 00 0A 00 00".


C4:
===
Special chips are effecting the graphics. You need X2"J" cart to play X2"US" rom.
And X3"J" cart to play X3"US" rom. Tested and working with japanese carts and US roms.

Rockman X2 (J) Platforming.
Mega Man X2 (US) Platforming.
Rockman X3 (J) Platforming.
Mega Man X3 (US) Platforming.

*The C4 is custom Capcom chip used only in the Megaman X2 and Megaman X3 games. It can scale and
rotate images, draw line-vector objects and do some simple maths to rotate.


DSP1:
=====
All DSP1 games only work with DSP1-B cart, Mario Kart or Ballz 3D. All tested and working With
Mario Kart "J" cartridge. Tested and not working with Super F1 Circus Gaiden "J" cartridge and
Mario Kart / Lock-On "E" multicart.

DSP1:
=====
Super F1 Circus Gaiden (J) (22655) Racing.
Super F1 Circus Gaiden (J) (21859) Racing.

DSP1-A:
=======
Ace no Nerae! 3D Tennis - Aim for the Ace Tennis (J) Tennis.
Aim for the Ace Tennis (J) Tennis.
Soukou Kihei Votoms - The Battling Road - Armored Trooper Votoms (J) FPS Shoot em up.
Battle Racers (J) Racing.
Bike Daisuki! - Hashiriya Kon - Rider´s Spirits (J) Motorcycle racing (Mario cart style)
Drift King Shutokou Battle '94 - Tsuchiya Keiichi & Bandou Masaaki (J) Racing.
Drift King Shutokou Battle 2 - Tsuchiya Keiichi & Bandou Masaaki (J) Racing.
Final Stretch (J) Racing.
Korean League (K) Baseball.
Michael Andretti's Indy Car Challenge (J) Racing.
Michael Andretti's Indy Car Challenge (US) Racing.
Super Air Diver (J) Flying.
Lock-On (US) Flying.
Super Air Diver 2 (J) Flying.
Suzuka 8 Hours (J) Racing.
Suzuka 8 Hours (US) Racing.

DSP1-B:
=======
Ballz 3D (J) Fighting.
Ballz 3D (US) Fighting.
Super Mario Kart (J) Racing.
Super Mario Kart (US) Racing.

DSP1 LoRom:
===========
Pilot Wings (J) Flying.
Pilot Wings (US) Flying.
Super 3D Baseball (J) Baseball.
Super Bases Loaded 2 (US) Baseball.


DSP2
====
Works with "J" cart and "US" rom. Tested.

Dungeon Master (J) FPS RPG.
Dungeon Master (US) FPS RPG.


DSP3
====
SD Gundam GX (J) (Stradegy game that is written in English)


DSP4
====
Works with "J" cart and "US" rom. Tested.

The Planets Champ - TG 3000 (J) Racing.
Top Gear 3000 (US) Racing.


FX-KSS
======
Pachi-Slot Monogatari - PAL Kougyou Special - Pachisuro Palusupe (Pachislo Story) (J) Pachinco game.


OBC-1:
======
Metal Combat: Falcon´s Revenge (US) Lightgun game.


S-DD1:
======
Star Ocean (J) JRPG, Rom translated to english.
Street Fighter Zero 2 (J) Fighting.
Street Fighter 2 Alpha (US) Fighting.

*The S-DD1 is a custom data decompression chip that can decompress data in real- time as the SNES
DMA's data from the ROM to RAM. The chip uses some unknown compression algorithm, so to actually
support the two S-DD1 games, pre decompressed graphics packs are required.


S-RTC:
======
Daikaijuu Monogatari 2 - Large Shell Beast Story 2 (J) JRPG, Rom translated to english.


SA-1
====
Daisenryaku Expert WWII: War in Europe (J) Stradegy.
Derby Jockey 2 (J) Horse racing.
Habu Meijin no Omoshiro Shogi (J) Virtual Boardgame.
Idaten (J) Virtual Boardgame.
Igo Daidou (J) Virtual Boardgame.
Itoi Shigesato no Bass Tsuri No. 1 (J) Fishing.
J-League '96 Dream Stadium (J) Soccer.
Jikkyo Oshaberi Parodius - Chatting Parodius Live (J) Shoot em up.
Jumpin' Derby (J) Horse racing.
Kakinoki Shogi (J) Virtual Boardgame.
Kato Hifumi9dan Shogi (J) Virtual Boardgame.
Kirby 3 (J) Platfoming.
Kirby's Dream Land 3 (US) Platfoming.
Kirby Super Deluxe (J) Platfoming.
Kirby Super Star (US) Platfoming.
Kishi no Hanamichi (J) Virtual Boardgame.
Marvelous - Mouhitotsu no Takarajima (J) JRPG, Rom translated to english.
Masoukishin - Super Robot Wars Gaiden - Lord of elemental (J) Stradegy / RPG.
Masters New - Haruka Naru Augusta 3 - Augusta Masters 3 - New World Golf (J) Golf.
Mini Yonku Shining Scorpion Let's & Go!! (J) Racing.
Pebble Beach no Hato 2 - New Tournament Edition (J) Golf.
PGA European Tour (US) Golf.
PGA Tour 96 (US) Golf.
Pro Kishi Simulation Kishi no Hanamichi (J) Virtual Boardgame.
Rin Kaihou 9dan ni Igo Taidou (J) Virtual Boardgame.
Saban's Power Rangers Zero - Battle Racers (J) Racing.
Power Rangers Zero - Battle Racers (US) Racing.
SD F1 Grand Prix (J) Racing.
SD Gundam G-Next (J) Stradegy.
Shogi Saikyou (J) Virtual Boardgame.
Shogi Saikyou 2 (J) Virtual Boardgame.
Super Mario RPG (US) RPG.
Super Mario RPG (J) RPG.
Super Shogi 3 - Kitaihei (J) Virtual Boardgame.
Taikyoku Igo Idaten (J) Virtual Boardgame.

*The SA-1 is a fast, custom 65c816 8/16-bit processor, the same as inside the SNES itself, but
clocked at 10MHz compared to a maximum of 3.58MHz for the CPU inside the SNES.

The SA-1 isn't just a CPU, it also contains some extra circuits developed by Nintendo which
includes some very fast RAM, a memory mapper, DMA and, several real-time timers. These include
Mario RPG, Kirby Superstar and Parodius 3.


SA-1 (ID=52):
=============
Dragon Ball Z - Hyper Dimension (J) Beat em up.
Takemiya Masaki 9dan no Igo Taisyou (J) Virtual Boardgame.
Shin Syogi Club - New Shogi Club (J) Virtual Boardgame.
Shogi Mahjing (J) Virtual Boardgame.
Super Bomberman Panic Bomber World (J) Bomberman.


SPC7110 (PLGS):
===============
Far East of Eden Zero (J) JRPG, English translation is too big to support!
Super Power League 4 (J) All text is in English.
Momotarou Dentetsu Happy (J) Virtual Boardgame.


ST010 (SETA DSP1):
==================
F1 Roc 2 rom works with Exhaust Heat 2 cart. Tested.

Exhaust Heat 2 (J) Racing.
F1 Roc 2 - Race of Champions (US) Racing
Hayazashi Nidan Morita Shogi - 2 Dan Morita Shougi (J) Virtual Boardgame.
Hayazashi Nidan Morita Shogi 2 - 2 Dan Morita Shougi 2 (J) Virtual Boardgame.


Super FX GSU-1:
===============
Dirt Racer (E) Racing.
Dirt Trax FX (US) Racing.
Wild Trax (J) Racing.
Shoot Your Load (PD) Space shooter (Minestorm clone)
Star Fox (US) Flying and shooting.
Star Fox (J) Flying and shooting.
Star Fox 2 (US) Flying and shooting.
Star Fox Competition - Weekend Edition (US) Flying and shooting.
Vortex (J) FPS driving and shooting.
Vortex (US) FPS driving and shooting.
Voxel (DP) Terrain demo.


Super FX GSU-2:
===============
4x4 Racer (J) Racing.
Stunt Race FX (US) Racing.
Comanche (UNRELEASED!) Flying and shooting.
Doom (J) FPS Shooting.
Doom (US) FPS Shooting.
FX Fighter (UNRELEASED!) Fighting.
FX Skiing (J) Skiing.
Power Slide FX (PROTOTYPE!) Racing.
Transformers (UNRELEASED!) Platroming.
Winter Gold FX (E) Skiing.
Yoshi's Island - Super Mario World 2 (J) Platroming.
Yoshi's Island - Super Mario World 2 (US) Platroming.

*The Super FX is a 10/21MHz RISC CPU developed by Argonaut Software used as a game enhancer by
several game tiles. Released SNES Super FX games included Yoshi's Island (best single-player
game on SNES, if you like platform games), Doom, Winter Gold, Dirt Trax FX, StarFox, Stunt Race
FX and Vortex.


Other special cartridge hardware:
=========================

Game Genie:
=========
Game Genie (US)


GAMEBOY:
========
Super Gameboy (J) (V1.0)
Super Gameboy (J) (V1.1)
Super Gameboy (J) (V1.2)
Super Gameboy 2 (J) (V1.16)


BS-X
====
Satellaview BS-X (O.S.rom)
The Satellaview consists of two units.. the base unit which connected to the IO port on the
bottom of the SNES and the BS-X cart which went in the top of the SNES.

The Satellaview system connected to St. Giga, the Satellite provider. The unit would connect and
make new content available for download.

Games on the system were often exclusive to the Satellaview, and can't be found anywhere else.
They were also available for only limited periods of time.

Games could be saved to a RAM cart (BS-X adapter).

The base unit had a 512 Kbit memory (RAM) chip to boost the SNES's capabilities and 1 Megabit ROM
chip that contained the operating system needed to control the Satellaview. It also had a 256
Kbit flash memory if the user hadn't bought him/herself an BS-X Special Broadcast Cassette that
contained a 1 Megabit flash memory chip.

The BS-X cartridge resembles a Super Game Boy. It plugs into the cart slot as normal. Inside, it
has 8 MBits of ROM that holds the operating system and the interface software. It also holds and
extra 4 MBits of RAM. The little plug-in cart is actually a unique 'Flash ROM' cart that holds
game code without the use of Battery-Backed RAM. Unlike ROM, it can be wiped and overwritten by
special methods.

Compatible memory paks:
8M Memory Pak - also bundled with the Satellaview system
Character Cassette - Bundled with SameGame application cartridge
Character Data Collection: Beyond the Heavens Compilation - also bundled with SameGame application cartridge as a contest prize
SD Gundam G-NEXT Unit & Map Collection - also bundled with the SD Gundam G-NEXT application cartridge

Compatible application cartridges:
BS-X The Story of The Town Whose Name Was Stolen - BS-X Sore wa Namae o Nusumareta Machi no Monogatari
Derby Stallion '96
Joushou Mahjong Tenpai
Ongaku Tsukuru: Kanadeeru
RPG Tsukuru 2
SameGame
SD Gundam G-Next
Shigesato Itoi's No. 1 Bass Fishing
Sound-Novel Tsukuru

Maker Tsukuru:
===========
RPG Maker Tsukuru 2
Music Maker Ongaku Tsukuru Kanaderu
Sound Novel Maker Tsukuru

*Game creation tool from Success and ASCII Corporation. Game creation programs RPG Tsukuru for RPGs
and Ongaku Tsukuru Kanaderu for music. Sound Novel Tsukuru focuses on sub-genre of "sound novels",
which are interactive visual novels with a sound component popularized by Chunsoft with games such as
Kamaitachi no Yoru (Banshee's Last Cry) before other developers started creating their own examples.

As sound novels generally only require a backdrop, text and either music or ambient sound effects to
tell their stories, ASCII Corporation jumped on this level of simplicity by giving players all the
tools they need to create their own sound novels.

The game was one of a number of Super Famicom games compatible with ASCII's "Super File Twin"
peripheral, which allowed for external save files on a separate device. The game was also supported
by the Satellaview, letting people download additional pre-made stories from the online service.
Sound Novel Tsukuru later saw a sequel, Sound Novel Tsukuru 2, for Sony PlayStation and Sega Saturn.


Sufami Turbo:
==========
Linkable games:
SD Gundam Generation: 1-6 - links to all other SD Gundam games
SD Ultra Battle: Ultraman Legend - links to itself and Seven Legend
SD Ultra Battle: Seven Legend - links to itself and Ultraman Legend
Poi Poi Ninja World - links to Poi Poi Ninja

Non-linkable games:
Crayon shin Chan - Nagagutsu Dobon
Gegege No Kitarou - Youkai Donjara
Sailor Moon Stars Panic 2 - Waku Waku Panic 2
Gekisou Sentai Car Ranger: Zenkai! Racer Senshi

*Mini cartridge adapter to play smaller and cheaper Bandai games on SNES. The two cartridge slots are
designed to share data between the games. The cartridge placed in slot 1 is the game that will be
played, while the cartridge in slot 2 supplies additional data for use in the main game. Nine of the
thirteen SuFami Turbo titles make use of this system.

Games that are linkable are identified by a yellow diagram showing a SuFami Turbo with either 1 or 2
cartridges in the lower right corner of the game box. If the pictures has 1 cart plugged into the
SuFami Turbo, it is not linkable. If it has 2 carts plugged into the SuFami Turbo then it is linkable
with the games mentioned on the box.

Of the thirteen games released, nine of them were designed with the ability to link up, but not every
game can be linked with every other game. Only certain combinations exist, and those combinations
only exist within series of the same game.

In Japan, the SuFami Turbo was released as a standalone unit, or with a pack in game. There is a list
of known pack in games below.

The advertising pamphlet that comes packaged with the SuFami Turbo features Tetris 2 + Bombliss. This
game was never released for the system, but was released as a standalone SNES game.


SF Memory:
=========
Super Famicom flashcart was for japanese retail system. You could copy games to the cart from kiosks
or by sending it to somewhere for copying new games on it for cheaper. You can use SuperUfo to copy
new games on it. It doesnt support any of the special chips.


Conveni Wars Barcode Battler II Card System:
============================================
Card / Barcode reader / scanner Battling game. Needs the Portable System, Cards, BBII Interface and
one of the 12 games for Super Famicom to work. http://www.youtube.com/watch?v=3YpwyPxmCA0 Strategy RPG.

Official Carts:
- Barcode World
- Barcode Battler Senki - Super Senshi Shutsugeki Seyo!

Other Carts:
- Alice no Paint Adventure
- Amazing Spider-Man: Lethal Foes, The
- Donald Duck no Maho no Boshi
- Doraemon 2: Nobita's Great Adventure Toys Land / Nobita no Toizurando Daibouken
- Doraemon 3: Nobita and the Jewel of Time / Nobita to Toki no Hougyoku
- Dragon Slayer II - The Legend of Heroes
- Hatayama Hatch no Pro Yakyuu News! Jitsumei Han
- J-League Excite Stage '94
- J-League Excite Stage '95
- Lupin III: Densetsu no Hiho wo Oe!

Official Cards:
- Barcode Battler card deck
- Barcode Battler II card deck & individual International versions using almost identical codes
- Barcode World card deck
- Barcode Battle Senki card deck
- G-Cards
- The Legend of Zelda: A Link to the Past card deck
- Super Mario World card deck
- Dragon Slayer card deck
- Doraemon: Nobita's Dinosaur card deck
- Meiji cards
- Toys ? Us cards
(Edit, links fixed..)
tbfa
Posts: 7
Joined: Sat Mar 11, 2017 8:12 am

Re: Super UFO Pro 8 hardware & USB info/tools

Post by tbfa »

Hi, there. Greetings.
Sorry my bad english.

I'm Thiago Barrios, i want to thank you for this post.
I'm a owner of Super Ufo community on FB (http://www.facebook.com/groups/928840773822157). I would like if you can help us to improve Super Ufo's firmware. I know it is hard, but with yours knowledge may be possible.

I've hacked firmware 9.3A to work with no sound on emulator. I have others minors design hacks like
change in icons and keyboard to QWERTY. But what we would like to do is: change 8.3 character text to another file text format. Is that possible? I can give you the firmware hacked if you want.

I guess it's possible change background music too...It will be awesome play Rock And Roll Racing or Donkey Kong musics instead Ufo's (James Pond Jr) music.

Best Regards!!
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pentarou
Posts: 1
Joined: Fri Nov 24, 2023 9:13 pm

Re: Super UFO Pro 8 hardware & USB info/tools

Post by pentarou »

Kangsteri wrote: Sun Jul 29, 2018 8:16 am I would also be interested on all programs and documentation on the Super UFO. Here is some stuff i have found so far:
Wazoku's programs
Contains fix for the 9.3A update and Memory cassette / Nintendo power rewriting program, etc.
hi, it seem that Wazoku's site is down, can you share his projects about super ufo 8 pro plz? thank you
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