| Q: |
Is there a way for a game to probe the system to detect whether the
new Super Game Module is there or not, and then take advantage of it accordingly. ? |
| A: |
Yes,
a game can detect the Super Game Module and take advantage of it. |
| |
|
| Q: |
About games and add-ons by OpCode, will they work on my PAL Coleco. ? |
| A: |
All games, Coleco or CBS,
are the same. The OM sound CPU isn't synced by the VDP, but by the FM
chip internal timer.
This way, PAL MM won't slow down the sound (though the game still runs
a bit slower). |
| |
|
| Q: |
Will the new SGM work with the ADAM. ? |
| A: |
I
suppose it won't. The new SGM uses several new I/O ports, which are used by
the ADAM for something else. |
| |
|
| Q: |
How about the Atari 2600 Adapter. ? |
| A: |
You
won't be able to use the Expansion Module # 1 when the new SG Module
is plugged in. |
| |
|
| Q: |
Does SGM make the CV into an MSX 2. ? |
| A: |
No,
it doesn't change the CV video capabilities. |
| |
|
| Q: |
Will Donkey Kong Arcade require the new Super Game Module to play. ? |
| A: |
Yep,
it uses the extra RAM in the SG Module, and it should also use
the flash memory to keep the high scores. |
| |
|
| Q: |
Can power be turned off to the CV, switched on again the next day and the
high scores will still be on there. ? |
| A: |
Yes,
correct. The SGM has quite a bit of flash memory, so stuff can be
saved.
For instance, when King's Valley is released, it will include a screen
editor allowing new stages to be created and saved. |
| |
|
| Q: |
Would also apply to the sound IC. ? |
| A: |
The
Texas PSG can still be used, so no problem there. |
| |
|
| Q: |
If RAM is now 32K with the SGM plugged in, won't that cause potential
problems. ? |
| A: |
I
don't think so. You just won't be able to use the RAM area you use as
hotspots. |
| |
|
| Q: |
Will the new SGM require any additional power. ? |
| A: |
Y
As
probably you know faster ICs usually drains more power, so it is
possible that an extra power supply would be required. |
|
| |
|
|
| Q: |
As I understand it, the new SGM add-on will not feature any extra A/V
output, correct. ? |
| A: |
For
those who want better picture quality, simply replacing RF cables with
better shielded ones. The CV video output will now be almost free of
interference. |
| |
|
| Q: |
What is
the multi plug for in the bottom of the pcb. ? |
| A: |
That is the parallel port
connector. Two 8-bit bi-directional I/O ports to be used with special
controllers, CV<to>CV connection or CV<to>PC connection. Should be fun... |
| |
|
| Q: |
Will
there be any VDP on Memory Module, if so, which ? |
| A: |
No VDPs in the ColecoVision Memory Module. |
| |
|
| Q: |
Will a
game For example Donkey Kong Arcade made for the new SG Module also work
in CV2 ? |
| A: |
Technically yes. That is
something we are still discussing. |
| |
|
| Q: |
A game
made for CV2 will not work in the SG Module, if i understand it right
? |
| A: |
Considering how small the
market is, I would like to avoid having 3 different platforms.
In fact Andre' thinks that if the CV2 is feasible then we should
simply cancel the new SGM, but I am still giving it some thought. |
| |
|
| Q: |
Will the
MegaRAM and savegame feature still be a part of the module's design ? |
| A: |
The games for the module
weren't advanced enough for the CV2, and the Mega RAM and Save
RAM were moved to the cartridge. |
| |
|
| Q: |
Others
who want to produce games for the new Super Game Module and its features, are
they forced to use the Mega Cart 2 ? |
| A: |
No, they are completely
independent. |
| |
|
| Q: |
Will the Oki MSM 9842 be used in your new Super Game Module. ? |
| A: |
No, the OKI is going to the CV 2. |
| |
|
| Q: |
I understand that the
V9958 are replaced with V9956. ? |
| A: |
No video chips either. That is reserved
for the CV2 |
| |
|
| Q: |
Are the
YM2151 to find on your new SGM. ? |
| A: |
No, that is reserved for
the CV2. |
| |
|
| Q: |
And will
the new BIOS still have the opportunity to be updated. ? |
| A: |
No new BIOS, that is
reserved for the CV2. |
| |
|
| Q: |
As I
understand it, can a normal ColecoVision games be played on the new SG Module, and CV2 should be backward compatible with
the SG Module games
and CV1games.?
(I know the new games not can be played in a CV1). |
| A: |
The new Super
Game Module isn't
backward compatible because it is an expansion that requires the CV.
The CV2 will be backward compatible with both the CV1 and CV1+SGM. |
| |
|
| Q: |
Would it
be possible to store a high score from a normal ColecoVision game
played via the new Super Game Module, or is it only an option for new XPanded
games. ? |
| A: |
The Memory Module doesn't
offer a way to save game data, the MegaCart2 does. |
| |
|
| Q: |
I dislike the new name: ColecoVision Super Game Module for your new Module,
and I think it will create some name confusion compared to the old SGM.
? |
| A: |
I understand, but we
couldn't find a new name we all liked, and the Coleco guys seemed to
like Super Game Module the most.
Besides the original SGM was never
released. |
| |
|
| Q: |
I was secretly hoping that this module could be
added into the ADAM as an internal card, now that would be neat! ? |
| A: |
Actually
that wouldn't be a bad idea at all, and that solves the problem with
memory at least.
Thanks for the suggestion, really good idea indeed. |
| |
|
| Q: |
Can the OKI's sound output be "mixed" with the
CV's PSG output ? |
| A: |
Both SGM sound chips will be mixed with the CV PSG. The SGM PSG
already is actually. |
| |
|
| Q: |
Will Donkey Kong Arcade still require the new
Super Game Module to work with its new analog audio, or will Donkey
Kong Arcade also could work in a ColecoVision without SGM. ? |
| A: |
Nothing has changed, Donkey Kong Arcade still needs the SGM. |
| |
|