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The FAQ For:

The New ColecoVision Super Game Module.
© By: OpCode Games.
Officially licensed ColecoVision product.
 

 

Hi, here can you search for many answers about The New ColecoVision Super Game Module.
You ask your questions via
AtariAge.com or via OpCode Games.
Eduardo Mello will personal reply.
You can read them assembled here.
Questions and answers are updated and shortened slightly.

OpCode Games: The New ColecoVision Super Game Module FAQ.
 
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.
   
More will follow, when new infomations from OpCode Games are available.
Note: This text above is not updated, some of them needs to be deleted.

Last updated: January. 01. 2012.