SNES:Video Output Notes: Difference between revisions

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===PAL===
===PAL===
Instead of in-line 220 uF capacitors, RGB cables for PAL SNESes use a 75 ohm pull-down resistor for each signal (red, green and blue). As mentioned in the earlier section, PAL consoles do not output composite sync, so either composite video or luma must be used for sync.
Instead of in-line 220 uF capacitors, RGB cables for PAL SNESes use a 75 ohm pull-down resistor for each signal (red, green and blue). As mentioned in the earlier section, PAL consoles do not output composite sync, so either composite video or luma must be used for sync.
== Games with Issues on 1CHIP Models ==
List originally started by /u/morli on [https://www.reddit.com/r/snes/comments/7wt3r9/list_of_1chipsnes_jr_glitches/ this reddit thread].
{| class="wikitable"
! Game !! Issue Description
|-
| Air Strike Patrol || [[Media:Air Strike Patrol Shadow Bug.png|Plane has little/no shadow]].
|-
| Aladdin || [https://www.youtube.com/watch?v=PBsHjJCJCUc Visual noise in topmost scanline intermittently] (starts at 2:26 in this video).
|-
| Chaos Seed || Visual noise in topmost scanline intermittently.
|-
| Demons Crest || [https://www.youtube.com/watch?v=1Lm0mhOhtzM Visual noise in topmost scanline intermittently].
|-
| Final Fantasy Mystic Quest || Visual noise at top of title screen. Flashing during battle scenes.
|-
| Magical Pop’n || Random small white dots on screen infrequently.
|-
| Pocky and Rocky || Unknown.
|-
| Star Ocean (Japan) || Intro music lag/possible freeze.
|-
| Soul Blazer || Bad lag in opening music. Also occurs in previous models, but generally resetting the game fixes it — but not on 1CHIP models.
|-
| Super Castlevania IV || Resetting the game can cause a [https://www.youtube.com/watch?v=FAfpMDtrOzA sprite issue].
|-
| Super Ghouls 'n Ghosts (JP version AKA Chō Makaimura) || [https://www.youtube.com/watch?v=TXeUL5cH_ME Glitched sprites and heavy slowdown on some launches].
|-
| Super Street Fighter II || [https://www.youtube.com/watch?v=lJOOxmkjj6U Glitched sprites and heavy slowdown on some launches].
|-
| Super Turrican || [https://www.youtube.com/watch?v=gKbPwZgDkdw Bad sound glitch] causes locked loop, freezes game eventually.
|-
| Treasure of the Rudras (Rudra No Hihou) || Text box edges are slightly warped.
|}


[[Category:SNES]]
[[Category:SNES]]

Latest revision as of 05:22, 19 August 2024

All original NTSC SNESes and Super Famicoms output TTL sync from pin 3 on the multi-out connector. SNS-101 and Super Famicom Jr. consoles can get TTL sync by connecting pin 18 on the S-RGB chip to pin 3 on the multi-out or by installing a bypass mod.

PAL SNESes have 12V on pin 3 of the multi-out, which is used for SCART autoswitching. If you connect a CSYNC cable to a PAL SNES, you can damage your equipment! Instead, you can use a cable that gets sync from luma (pin 7) or composite video (pin 9) on the multi-out connector (luma recommended).

RGB Cable Components

NTSC

All RGB cables that use CSYNC should have a 330-450 ohm resistor on the CSYNC line. The red, green and blue signals each require an in-line 220 uF capacitor in order to reduce DC offset.

PAL

Instead of in-line 220 uF capacitors, RGB cables for PAL SNESes use a 75 ohm pull-down resistor for each signal (red, green and blue). As mentioned in the earlier section, PAL consoles do not output composite sync, so either composite video or luma must be used for sync.