Inside the Super Nintendo cartridges
Super Nintendo game cartridges doubled as custom hardware platforms, with many titles embedding bespoke chips for 3D graphics, decompression, real‑time clocks, sensors, or even extra CPUs rather than serving as passive storage. Commenters explore how developers squeezed complex games into a few hundred kilobytes through tight assembly and compression, the economic tradeoffs of including custom ICs, and the engineering ingenuity needed to reverse‑engineer hardware and ports like Doom and Wolfenstein 3D. The thread also contrasts this hardware-driven era with today’s largely fixed consoles, massive game sizes, and highly accurate software emulation that now has to reproduce all those on‑cartridge enhancements.
Reverse engineering and technical tricks
- The SNES Doom port was largely a solo effort without official Super FX docs or source; the programmer relied on community specs, built custom tools on an Amiga, hacked a Star Fox cart as a dev kit, and squeezed the game into a near‑full 16 Mbit cart with only ~16 bytes free.
- A “mosaic trick” using the SNES mosaic + HDMA scrolling can hardware‑double pixels horizontally, halving video memory needs and effectively freeing bandwidth that could raise framerate.
- Other ports (e.g., Wolfenstein 3D) also involved reverse‑engineering and even reading foreign patents to obtain hardware details.
Cartridges as hardware expansions
- Many miss the era when carts acted like plug‑in expansion cards: adding co‑processors, decompression chips, RTCs, sensors, modems, or even entire GB hardware (Super Game Boy).
- Later systems (DS, 3DS, Switch) mostly reduced carts to storage, though DS carts and GBA/DS slots still hosted IR, motion sensors, TV tuners, RAM expansions, and unusual accessories (e.g., guitar controllers, medical devices).
- Unofficial flashcarts sometimes added faster CPUs, enabling on‑cart emulation but with bandwidth and heat limits.
ROM sizes, compression, and optimization
- Several comments correct the article’s quoted game sizes; many figures are compressed (ZIP/gzip) sizes, not raw ROM.
- Suggestions for estimating “effective” size include stripping padding, run‑length encoding, or counting non‑repetitive bytes via hexdump tools.
- There’s admiration for how much content fit in hundreds of kilobytes, using tight assembly, tile reuse, selective compression, and sometimes procedural generation (e.g., Pitfall’s level layout).
- Asset compression on SNES was common for title screens, cinematics, and text; streaming sprite animation data was often left uncompressed due to CPU limits.
Custom chips and economics
- Custom enhancement ICs seem surprising, but carts were expensive and consoles/games sold in the millions, so per‑unit margins could fund dedicated chips, sometimes used for only one or a few titles.
- Some suspect chips were designed assuming reuse that never fully materialized.
- A second “enhancement slot” was discussed; commenters argue it would fragment the market and confuse buyers, citing historical add‑on failures.
CPU speed, memory, and performance mods
- SNES CPU speed depends on cart type: “FastROM” lets it run at ~3.58 MHz, “SlowROM” downclocks to ~2.68 MHz due to ROM speed guarantees.
- Some games shipped as SlowROM for marginal cost savings; modders now patch them to FastROM to reduce slowdown.
- There’s debate over whether SlowROM was strictly hardware‑driven or also a pricing/licensing decision, but ROM timing specs did differ.
- SNES internal RAM itself isn’t fast enough for full‑speed access, highlighting conservative design compared to some contemporaries.
Modern size bloat and development trade‑offs
- Many contrast sub‑MB 16‑bit games with today’s tens‑of‑GB updates; some see this as wasteful bloat, others argue it reflects vastly larger asset counts and cross‑platform engines.
- Several note that ultra‑tight size optimization is now niche (e.g., demoscene), as storage is cheap and productivity matters more.
Blog posts vs videos and content theft
- Multiple commenters prefer detailed written retrospectives over video essays.
- Bloggers report widespread scraping and even hotlinking, and some speculate that difficulty of copying video pushes creators toward YouTube.
Emulation and expansion chips
- Expansion chips aren’t “dumped” like ROM; emulators reimplement their behavior in software, based on reverse engineering.
- NES and SNES had numerous mappers/enhancement chips; once cataloged, supporting them in emulators is manageable but was a long community effort.