I'm truly sick of Mario RPG after all this messing about - if anyone else wants to try the mod and post their findings here, that would be great. Here's a (very blurry!) pic of my cart after the mod: In this state, the cartridge booted on a SNES with a disabled territory lockout chip, but refused to boot on any SNES with a functioning lockout chip. (My cart still boots on my region-modded SNESes, but the cart with the broken pin 127 does not - it only works on the PAL SNES w/working region chip).ģ. With pin 127 left floating, the game will boot on a PAL SNES with a *functioning* territory lockout chip. My cart also booted with the territory lockout chips disabled, but I gather that not all versions of Mario RPG will do that.Ģ. Pin 127 was originally grounded in both carts that I've got here - in this state, the cart will boot with a US/JP *functioning* territory lockout chip. Obviously if you have a PAL SNES then you'll have difficulty getting the cart to fit - you'll either need to remove the cartridge shell and insert the bare pcb, remove the top shell of the SNES, widen the cartridge slot of the SNES shell, or else try and put the Mario RPG pcb into the shell of a PAL cartridge.ġ. If anybody has a copy of Mario RPG which they can't get to boot, you first need to try it connected directly to the SNES - you may find it'll work like that. I've borrowed another Mario RPG cart which, as mentioned, has had pin 127 broken off entirely.įirst thing I found is that none of the 3 import adapters that I've tried would work with Mario RPG - the cart had to be connected directly to the SNES in order for it to work at all. I have my own Mario RPG cart which, even before modding, worked both in a US SNES with an enabled territory lockout chip, and in *all* my SNESes with the territory chip disabled. I've spent ages arsing about (both my PAL SNESes are a bit temperamental, which didn't help :/ ) and I *think* this is how it all works. He's posted his cart to me so that I can confirm it for myself, I'll do so after I receive it in the next few days. He said that he got his to work just by lifting pin 127 (in fact, he said it broke off!). I was speaking to a guy a little earlier and he says his Mario RPG is also booting now (he says he has the version of Mario RPG which doesn't work on modded machines). But I've now given it a 5 Volt supply, and it's working perfectly. I lifted pin 127 (previously grounded) and, as I expected, there was no change. However, it does *not* work on an unmodded PAL unit, so it's still good for this experiment.Ģ. My Mario RPG cart is one of the type which *will* work on a region modded console. The PAL territory lockout chip is definitely working - PAL games are booting, standard US games are not.ġ. The Mario RPG cart is connected directly to the SNES without the means of a bridge adapter, and it's working fine. The point of this mod is to get Mario RPG to work either on a standard PAL console or any SNES which has a disabled territory lockout chip.Īnyway, I've just tested it and I've got it working on a PAL SNES which has *not* been region modded. I already know that some copies of Mario RPG and one of the Street Fighter games do not run without a *functioning* matching territory lockout chip. Sorry, I should have made my original post clearer.
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