© 2013 by: Opcode
Technical advice by: André Lamothe at Nurve Networks.
Need new ColecoVision games with more RAM and avanced
In this case, will the new ColecoVision Super Game Module be hard to come
This device was to mark ColecoVision's 30 years
anniversary back in 2012.
The new Super Game Module from Opcode Games, is a
new hardware for use with our ColecoVision video game console.
The hardware is produced under public license from River West Brands in Chicago, and therefore an official
Coleco product under applicable law.
The new hardware from Opcode Games is an RAM expander with built
in MSX sound.
200 Super Game Modules from the first and second round was quickly sold out.
The first Coleco version from Opcode Games,
2012 to 2016 is only compatible with
the U.S. NTSC, PAL and ADAM Computer Systems.
From September 2016, will another run of new modules bee sent out to the every hungry fans out there.
The new Opcode version wil also support the French CBS ColecoVision.
Just plug it in via the Expansion port on your ColecoVision or in the ADAM Memory console.
The module allows you to run the
so-called ColecoVision Super Games.
You can recognize a Super Game on these brands below:
These labels is to find on the package, as well
as on the
A Super Game from Opcode Games
have a production number which always starts with SG for Super Game.
And in a combination together with the new
SGM, is a new cartridge PCB for the games produced for all new 2016 and
further SGM games from
This new PCB are named ColecoVision Super Game
Cartridge or just (SGC).
SGC is powered with a very avanced Bank switching and with Save features be a lot advanced.
Save function is based on EEPROM, with data retention of 100 years and
endurance of 1 million write cycles.
With that means you are able to play the game 1 million times on
average before the EEPROM fails. So no need for battery at all.
The new ColecoVision Super Game
Cartridge can also be used with regular ColecoVision games.
First announced Super Games from Opcode Games that can get use the new Super Game Cartridge
is Penguin Adventure and Gradius.
Both is planned to be released in August 2016.
And for this to be done, there must be made a brand new PCB for this new
The idea for the Module and new cartridge PCB is to make more complexed games for
The Module upgrades our current ColecoVision video game console from its standard 1 K RAM, with
extra 32 K RAM.
The new Super Game Module has also a
more avanced sound chip inside the SGM.
This sound chip is one of the most known out there in the 80's, namely the AY-3-8910A.
AY-3-8910A is already a known audio chip, for example in some MSX
computers and earlier arcade machines.
The module is just an simple expander for more RAM and better
sound, there is no graphic chip inside.
The great games is in the Cartridge itself.
Eduardo at Opcode Games has already released several game conversions from
MSX1 and Sega SG-1000 titles, and some of those are already available for our ColecoVision.
All titles below are converted 80's games.
Released under the Opcode Games label is: Space Invaders Collection, Sky
Jaguar, Yie Ar Kung-Fu, Magical Tree, Road Fighter and Pac-Man Collection.
Non released, but was originally planned: Comic Bakery, Exerion, Galaga, Super Hang On,
Hyper Rally and Track &
Many new programmers has opened their eyes and
now making their ColecoVision games for the Super Game Module.
They already know they can detect the 24 kb. of RAM, and the AY sound chip from the SGM
for a much better sound.
And they don't need to stop at the 32kb. barrier.
Is the game bigger than the 32kb., is Opcode Games ready with both the
MegaCart1, (MC1) and the Super Game Cartridge (SGC).
MegaCart1 supports both ColecoVision and the Super Game Module, but Super
Game Cartridge supports only the Super Game Module.
SGM = Super
SGC = Super
OPG = Opcode
TP = Team
CVG = CollectorVision
Following Super Games released:
Following Super Games planned:
Zaxxon Super Game SGM
Dragon's Lair SGM
King's Valley SGM
2013 TP by:
Thexder SGM 2013
TP by: OPG
Rollerball SGM 2013
CVG by: OPG
Buck Rogers Super Game SGM
Subroc Super Game SGM
2014 TP by:
Comic Bakery SGM
TP by: OPG
Stone Of Wisdom SGM
Super Pac-Man SGM
TP by: OPG
TP by: OPG
Caos Begins SGM
Knight Lore SGM
Mecha 9 SGM
Operation Wolf SGM
Star Soldier SGM
CVG by: OPG
Kung Fu Acho SGM SGC
TP by: OPG
Space Shuttle SGM
TP by: OPG
Secrets Of Moai SGM
TP by: OPG
King And Balloon SGM
Dig Dug SGM SGC
Donkey Kong Arcade SGM SGC
Donkey Kong Jr. SGM SGC
Donkey Kong 3 SGM
Gradius SGM SGC
Lady Bug Arcade SGM SGC
2016 by: OPG
Pac-Man Arcade SGM SGC by:
Pengo SGM SGC
Penguin Adventure SGM SGC
Salamander SGM SGC
Space Invaders Arcade SGM SGC
Yie Ar Kung Fu II SGM SGC by:
Maze Of Galious
2016 by: OPG
Children Of The Night SGM
TP by: Antoni
Wizard Of Wor SGM
TP by: Lemonize
Moon Patrol ?
New Rally-X SGM
Pole Position ?
Donkey Kong II ?
Most of the games above have never been released to
our ColecoVision platform before.
All upcoming games from Opcode Games will be launched as expanded games, and will require the Super Game
Module to work.
Some of them with improved sound and
save game features.
All games incl. with the save game feature will be made with the new super
game cartridge PCB.
Also planned Super Games is Wizard Of Wor, Phoenix, Kangaroo and Moon Cresta, but
those games is long term Super Games
projects together with DKA.
But of course not all further games will require this Module, few upcoming games from
Team Pixelboy and CollectorVision will not all make use of the Super Game
It is therefore very important that there continued will be produced
Super Game Modules in the future, and there hopefully will be support for development of new
and "old" games to ColecoVision.
Games which in turn makes use of the extended functions as this little
wonder can produce.
When ColecoVision was launched in the U.S. in August 1982, was it an early "unfinished" MSX-based
Right after came the first and more "finished" SpectraVideo 318
who was also an unfinished MSX machine ,but closer to the actual MSX1.
Sega SG-1000 was also built
up around Z80, same resolution, same Video processor, 1K RAM, 16K VRAM and
even the sound chip was the same as ColecoVision.
So games from ColecoVision and Sega SG-1000 was very similar and easy to
But also games from MSX1, are close in its structure, same CPU, same Video
processor, but the first MSX standard changed the sound chip to AY-3-8910.
It was MicroSoft in Japan who starting up this
MSX stands for: MicroSoft
(an act of giving and receiving from one MSX to another MSX and vice
So practically all those "finished" MSX games from the
mid 80's can
now be translated back
to ColecoVision with very few changes.
When ColecoVision was at its highest level in 1983, came MSX to the world
as a new standard for Home Computers.
All the MSX1 standards could now "talk together" in some way.
This also applies for the Sega SG-1000.
And here comes the new Super
Game Module into the picture.
We already share the same CPU and Video processor.
ColecoVision og SG-1000 has even the same sound chip.
So with the new hardware mounted in ColecoVision or the ADAM computer, can we now get closer to
SGM offers now that we get much closer to the MSX with the AY Sound chip and
some extra RAM.
The AY-3-8910 sound chip is a step forward from ColecoVision
and Sega's own sound chip, namely SN
The AY-3-8910 is the extra audio chip inside of the Super Game Module, and it is
also used by lots of computers and arcades in the 80's.
The new Super Game Module can detect both audio chips individually or at same
The new Super Game Module must be mounted in the expansions port on the front of
For the ADAM Family Computer System is the Expansions port located on the right
side of the Memory Console.
The Module is backward compatible, so
almost all upcoming games and almost all the existing games will work without any problems.
You don't have to unplug the Super Game Module from the expansion
port if you don't play the Super Games.
You can safe let it be there without any problems, except for the
following games: Bomb 'n Blast and GameSter81/Game on Expo.
With these two games will your SGM then have to be disconnected.
You can always play regular ColecoVision games with the Super Game Module plugged in at any
Here are pictures from Opcode's earlier
work with the expansion module, which is also allowed a graphical
Eduardo at Opcode Games joined Andre Lamothe at Nurve Networks at the now
former XGameStation with his new idea, and
they redesigned the unit from the buttom.
Andre gave Eduardo the technical advice so Eduardo could continue his work.
The start-up sequence is removed from the earlier module, because the new module does not contain any graphics as originally
It was planned to remove the start-up sequence from the cartridge, and let
it show from the former "Super Expansion Module/SEM".
But it was dropped again and is now back on the cartridge.
This is a new start up sequence for all new upcoming Opcode SGM
ColecoVision SGM games.
This new sequence will replace this old start-up sequence
shown on the first picture above with this new animated one.
All new Opcode ColecoVision SGM Games will feature this little animation.
Click on the Image to see the new start-up sequence.
- Programmable Sound Generator:
The sound in the Super Game Module is provided by the
The same used with
almost all MSX computers and many other
computers and arcade machines from the '80s.
The main reason is to allow more faithful ports of MSX and the most Z 80
based arcade games.
The people who created the ColecoVision made a bad mistake with the CV PSG. The CV
PSG isn’t bad at all, but they clocked it too high.
Because of that, we are limited to frequencies above 110 Hz, which means,
that deep bass sounds can not be produced by the ColecoVision.
So that is why the Space Invaders Collection marching sound in SIC isn’t
as deep as you remembered it,
or some music stuff sounds so “high” in the frequency range.
The new PSG corrects that, and goes beyond what the Texas ColecoVision PSG can do,
with volume envelope and better noise generator.
The AY helps by offering a wider frequency range and by increasing the
total number of channels available.
Additionally both PSGs can be used simultaneously, and all sound is routed
to the RF output.
(A/V mods can still work if the sound source is taken from the output of
the sound mix, just before the RF input).
Eduardo decided for 13 years ago to make Donkey Kong
in an strong and improved ColecoVision version, than the original 1982 ColecoVision version from Coleco
So for the best sound studied Eduardo 6502 assembly, and by consequence he was able to analyze the Famicom / NES
version of Donkey Kong.
With that he have the routines he need to be able to reproduce the few
analog sounds found in the real arcade game.
The Dutch musicmagician
Maarten van Strien also called Wolf has unfortunately turned down its
DKA., he does not have the time to help with the sound this time.
So Eduardo must find another one who will be creating the opening tune for
The DKA release is delayed until December
2016 or January of 2017.
There is for now over 1000 people on the waiting list.
All new Cartridges will be produced and assembled in China and published
via AtariAge Store.
With the new Super Game Module, and a
related Super Game, will you have a sound you never have
heard before from your ColecoVision, believe me.
What about graphical options.
About graphics, the SGM doesn't change the internal graphic chip from
ColecoVision, but the extra
RAM can help graphics in many ways.
One can for example create one or more frame buffers for dynamic parallax
scrolling (by dynamic means planes that can be modified on the fly).
Or have a dynamic pattern table in RAM. Or have a lot of movable objects
on screen using tiles.
Those are things you simply cannot do well with a single KB of RAM, and
animating right from the VRAM is too slow for practical purposes.
Another example is smooth scrolling. You can do that in ROM, but then you
are going to need a huge cartridge for all the pattern variations.
With the SGM even a regular 32KB cartridge can offer smooth scrolling in a
game with several different stages.
Not to mention games that are a lot more complex.
How can you create a huge RPG that keeps track of hundreds of items and
enemies scattered all around the game world. ?
With 1 KB you cannot.
So the amount of RAM Coleco included with the ColecoVision simply restrains the
system from its full potential.
So many examples, some of the best chip tune players out there uses self
modifying code and you cannot do that with 1 KB.
The 1st. newer prototype PCB.
The 2nd. newer prototype PCB., very nice work
The 3rd. newest Prototype out of several.
This one from march 2010.
With the 2 x 8 bit I/O port mounted.
Nurve Networks was offering technical
The SGM project was in the beginning top secret in details.
Latest version only need 3 chips, and still advanced.
The 3 chips on the SGM are 1 for Sound, 1 for RAM and 1 for the CPLD.
A 3D Image of Revision A.
The I/O port is removed.
The final REV. E PCB. April 2013.
80% made in China.
This showed version do not support the French RGB.
The casing around the electronics was tested
with an empty ADAM Auto dialer, earlier used from the ADAM Family Computer System
from the mid 80's.
ADAM Auto Dialer as a case for the SGM.
Photoshop'ed by ColecoVision.dk
The final case for the SGM is Black
for matching the ColecoVision design.
A few clear beta cases is manufactured together with a few milky white for beta-testers.
ColecoVision.dk tested, however, a version in black color.
The SGM size is: Length 4.125" x Width 3.50" x Height 1.750"
Including the support leg underneath.
That will in Centimeters say around: Length 10,5 cm. x Width 9,0 cm. x Height
Box 1, non Scart version, including styrofoam insert is: 9" x 6" x 3.5"
In Centimeters ca.: Length 23 cm. x Width 15 cm. x Height 9 cm.
Box 2, #2403, the Scart version is: ?" x ?" x ?"
In Centimeters ca.: Heigth ? cm. x Width ? cm. x Deep ? cm.
Included in the final Super Game Module.
|- Super Game
Module to be plugged in the CV or ADAM expansions port.
- Up to 32 KB expanded RAM. for more advanced games.
- Spinner IRQ control, (not confirmed).
- New Sound generator AY-3-8910. for more advanced sound.
- Power LED indicator.
- ColecoVision Super Game Module manual + Addendum for credits and
- A small catalog with all upcoming SGM Games from Team Pixelboy and Opcode Games.
And here is some important data for REV E.
(for programmers, Coleco Brand).
- 32 KB of RAM, disabled by
Can be individually mapped as following: 24KB to address range
8KB to address range 0000h-1FFFh (BIOS is disabled).
- PSG AY-3-8910, increasing sound channels to 6 + noise.
And for REV F.
(Opcode Games Brand).
This board is smaller, and comes with a new box.
- Above, and works with the Scart version.
But again, the SGM is only the half of the
The other half is the new Super Game Cartridge, with unprecedented bank
switch flexibility and data retention capabilities.
The Super Game Cartridge PCB is where you store your Super Game in.
The combination of both pieces of hardware fulfills the original SGM
promise:128 KB of media space -actually 1 or 2Mb in Super Games' case.
With the extra advantage of being far more reliable than magnetic tape.
Expanded RAM (32 KB) and data retention for saving high-score tables and
Opcode Games had a plan about advertising his Super Game Module through Gaming Magazines, Youtube,
Retro Gaming Websites, Merchandise etc.
But it was only announced via Opcode Games website and via AtariAge.com
But the Internet is fast, very fast, so the news was
quickly spread all over the world in no time.
And like Eduardo says to ColecoNation for a years ago:
"For us collectors and classic gaming fans alike,
is increasing lifespan for our consoles very important, because we are already witnessing
our beloved machines is slowly dying.
That is a concern when creating new devices".
Full support and technical documentation of
the new Super Game Module and the ColecoVision Super Game Cartridge
is available for everyone who works with ColecoVision programming.
Consult Opcode Games, just note that, they can
sometimes be very busy,
(Travel a lot between USA and Brazil),
and therefore not
always quick to respond
And here are some technical details about the RAM expansion.
Some of you programmers are well aware, ColecoVision work RAM is limited
to 1KB, mapped from 6000h to 63FFh, and then mirrored to 6400h until 7FFFh
(so 8 times).
The ColecoVision also includes 8KB of BIOS routines, mapped from 0000h to
The SGM expands the work RAM from 1KB to 32KB as a maximum.
Here is how:
24KB can be mapped from 2000h to 7FFFh. When mapped, the internal 1 KB of
RAM is no longer accessible. All legacy software still works normally
under this mode.
However, since the SGM must also be compatible with the ADAM, the 24 KB of
extra RAM is NOT enabled by default.
In order to use that expanded memory in a ColecoVision system, the
programmer must first enable it.
But before doing so, you also need to make sure the module isn’t attached
to an ADAM system, otherwise there may be a memory conflict with potential
for damaging the ADAM and/or the SGM.
So the first step is to check if the 24 KB are already available. If they
are, then you have an ADAM system, and the SGM expanded memory should NOT
If no memory is found (in the 2000h-5FFF range), then it is a ColecoVision
system and the expanded memory can be enabled.
To do so, set bit0 in I/O port 53h to 1, like this (in assembly): LD
A,00000001b ; OUT(53h),A
You can also map 8 KB of RAM (for a total of 32 KB) to address range
0000h-1FFFh. However, when doing so, the ColecoVision BIOS will be
RAM and BIOS can be mapped back and forth, though. To map RAM to the BIOS
area, simply set bit1 in I/O port 7Fh to “0”.
In order to keep full compatibility with ADAM systems, all bits in I/O
port 7Fh must be set to specific values, though. Here is how you should
set the port: if you want the BIOS, set the port to “0001111b”.
If you want RAM instead, set the port to “0001101b” (see example above on
how to do that in Assembly). Make sure you respect those values, or your
game may not work on ADAM systems.
Eduardo has planned to release complete ASM libraries for detecting ADAM, SGM,
and then setting RAM appropriately.
Eduado at Opcode Games recommend using those libraries, so that we can
eliminate the risk of enabling the SGM expanded RAM on ADAM systems.
Here are the steps required to initialize a Super Game Module game:
1) When initializing your game, use RAM in the 6000h-63FFh range,
because the SGM expanded RAM is disabled by default, and you must make
sure it isn’t an ADAM before enabling it.
2) Run some memory tests to establish if RAM is already present in
the 2000h-5FFFh. If it is, then you have an ADAM system. In that case,
DO NOT enable the expanded RAM. Go to step 4
3) If no memory is found, then we have a ColecoVision system, and
the SGM expanded RAM can be enabled. Do so by setting I/O port 53h to 01h.
You shouldn’t disable expanded RAM after that (i.e., do not access I/O
port 53h again after initializing it).
4) Now that you know that 24 KB of RAM is available, your game can
start using it.
5) Optionally you can replace the BIOS with RAM, using I/O port
7Fh. Make sure you only use the two values described above (‘00001111b’,
‘00001101b’), or your game may not work on an ADAM system.
Eduardo finally note about the SGM and ADAM: AFAIK, I/O port 53h isn’t used
by any known ADAM device, so it should be safe to use the SGM with all
ADAM expansion cards in place.
However Eduardo cannot guarantee that a future (or even current) device
will not use (or may be already using) that specific port.
Users must make sure there is no other device in their ADAM system
using port 53h.
Basically would Eduardo like to see the routine, programmers are using for
the SGM detection, and also make sure that programmers don't touch the memory
Eduardo at Opcode Games will share the detection routines, but programmers will
also need to come up with their own routines.
More specifications will follow for the Audio at least in 2016.
As an programmer you now have the ability to make games for Colecovision
with a little less limitations.
So you can now program more advanced games, not to mention the
Many talented programmers is already jumped aboard and hopefully soon we will be
seeing games that were created for the SGM from scratch.
Super Games will be
taking full advantage of the extra RAM and Sound.
Games that blow away our
preconceived notions of what a ColecoVision game looks and play likes.
Just remember that, ColecoVision is: "The Arcade Quality
Video Game System", and the arcade games from the 80's appeals
Where can I get a
Super Game Module ?
Opcode Games has sold around 300 units in record time in a period from 2013/14 and 2015.
The goal is to ship about 500 modules total.
A 3rd. round is already planned for 2016/17.
Would you like to be on this 3rd pre-order list, please contact:
With regard to the French CBS SGM version.
The French CBS SGM version will be the last one to be built.
Over 3˝ years after
ColecoVision.dk tested the beta Rev. E version back in October 2012.
With the first released version ColecoVision.dk had tested, is 61 ordinary
games tested, and all worked wery well, also for the French ColecoVision.
ColecoVision.dk would then test two SGM games, and those worked also wery
well, but there was no sound at all.
The fact there was no sound to hear, because the Colecovision that was used
was the French CBS version, with another pinout via the expansion port on
Eduardo at Opcode games is now ready to
take care of that, from September 2016 is this no longer a problem.
Opcode Games have solved this part with a new revision, namely F.
The box and nameplate will be different to distinguish from each
other. See farther up on this page.
Opcode Games are planning 4 new arcade
ports in 2016, all leveraging the SGM and SGC.
The first games are following: Penguin Adventure and Gradius, both will
get released in August 2016 via AtariAge Store.
A 3rd game released from Eduardo in 2016 is: Lady Bug AE; The Arcde Experience.
Last one is obviously the brand new port of DKA, which now is very far along
in development. (2016/17).
When ordering the SGM, will the box contain following: The new Super
Game Module just to plug in.
A professionally printed box, with foam, manual and catalogs.
The packaging mimics the classic ColecoVision packaging design from
1982/83, so it match your ColecoVision collection nicely.
Thosse nameplates is the originally one.
Left, ordinary nameplate, Right for the French SGM Scart
DKA will be sold
around December 2016 and probably cost around $ 50,- each plus
The first SGM is officially licensed from: River West Brands / Coleco Holding LLC.
The second SGM is an Opcode Games product.
DKA, LB and the Super Game Cartridge SGC is likewise also Opcode Games projects.
and the old Brand Coleco,
River West Brands together with
Coleco Holding LLC, all the same company and registrator is: Mark
As opportunities are now, you will have a
combined system consisting of your existing ColecoVision, as well as an
You keep your original classic ColecoVision and with expansion, you will have access to
all new extended ColecoVision Super Games.
ColecoVision.dk has nothing to do with the sale and
production of the Super Game Module, nor even the Super Game Cartridge.
All questions should be directed to:
The SGM Games and the SGM Module belongs to Opcode Games, Franklin, Ma.
All images and all text in this documention is published by: Eduardo Mello, Opcode Games and reproduced by ColecoVision.dk
Last updated: July
All text are published by Eduardo Mello, Opcode Games
and is 100% until other information is published.
Please report errors so it can be corrected.