The New ColecoVision Super Game Module.

 2010

Super Expansion Module Inside...

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SGM The New Super Game Module FAQ


The New SGM.
ColecoVision Super Game Module.
© By: World of OpCode & Nurve Networks.

In Fall 2010, will there be produced a little prototype module for ColecoVision by World of OpCode and Nurve Networks.
The idea for the Module is to make more complexed games for ColecoVision.
It will upgrade ColecoVision from the standard 1K RAM with extra 32K RAM).

Eduardo has already released several game conversions from former MSX titles, and some of these are already available for ColecoVision.
Sky Jaguar, Magical Tree, Space Invaders Collection, Yie Ar Kung Fu, Road Fighter and Pac-Man Collection.

World of OpCode plans to launch the following extended games to the new Memory Module and the forthcoming ColecoVision 2.
Yie Ar Kung Fu II, Knightmare, Goonies, Zanac, Kings Valley, Donkey Kong Arcade, Castlevania Redux, Rally X, Arkanoid, Pengo and Gradius.
All from the former MSX Computer, and many from the Company Konami.

When ColecoVision was launched was it an early unfinished MSX based machine, namely close to MSX1.
That will do so that practically all these MSX games can be translated back to the ColecoVision.
But the Soundchip and RAM is not the same, and here comes the new Super Game Module.

The new Module can handle several graphic modes, with different palettes, and top sound from the more advanced sound chip: AY-3-8910.

The new SG module must be mounted in the expansions port on the front of ColecoVision.
The new SG Module is 100% backward compatible, so almost all the existing games and forthcoming games would work without any problems.

You will not be able to use the Atari Expansion Module, nor the connected Adam Memory Console 1st. version.
Moreover, you won't be able to use Expansion Modules when the SG Module is plugged in.

 
Here are pictures from World of OpCode's earlier work with the OpGrade Module.


In the early beginning of the OpGrade Module was it OpCode's plan for a CD rom, but that would only work for 8 to 10 years.
With CD's, you also have to be care about scratches, grease, stains and so.
Problems you probably know from the Playstation, X-box and Wii.
But it was in the beginning also meant that The OpGrade Module should have been very close to a new CV2.
But at the last minute it was decided to divide the project up, so the OpGrade Module was given a new name: Super Expansion Module.
Just a simple RAM module with optional audio, and the final name is now ColecoVision Super Game Module.
But should not be compared with the previous Super Game Module from Coleco Inc.
The name was jointly selected between Coleco and Opcode mainly due to the similarities between the never released Coleco device from the 80s and the new module.
It is also a way to pay homage to the Coleco legacy.

But let us meet in the middle so far.

Eduardo at OpCode Games joined Nurve Networks with his new idea, and they redesigned this unit from the buttom.
 

 

The idea behind the new Super Game Module is to extend the functionality you already have with your ColecoVision.
But at the same time, the new Super Game Module also open the doors for new, more advanced games.


- MegaCart 2.
- PSG and I/O.

Here is what each sub-system is responsible for:
 

- MegaCart 2:
Up to 32 kB of Save RAM. to save any game data, like high score, save points, etc.
And 128 kB of MegaRAM. Allows even more advanced games, like MSX MegaROM games.
It is to find in the cartridge, not the Memory Module.
The name is MegaCart 2 a cartridge PCB that provides very advanced bank switching and save game functionality, each cartridge will save its own data.
All new games from World of OpCode Games will in future have built in these features.

- PSG and I/O:
It’s an AY-3-8910 PSG, 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 CV 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 110Hz, which means that deep bass sounds can not be produced by the CV.

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 CV 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).

The I/O part is a bidirectional 16 bits port.
The parallel port has many possible uses, especially considering it is bi-directional.
And OpCode Games even took special care to add VCC and GND to the port, so it can have chips and stuff connected to the port without the need to external power supply.
For example it can have an arcade stick with such features as programable auto-fire.
One of the things is plan to eventually do is to create games that can be played using a kind of ColecoVision network, several CV connected locally thru the parallel port.
Remote connection (using a PC as a proxy) should also be possible.

Other convenience features include spinners disable, real paddles, keyboards, storage, NMI disable and more.

An here come the new devices World of OpCode will test i near future.
OpCode has planned to create a set of simple "devices" to properly test the SGM's parallel port.

The first device would be the paddle adapter, and for that will World of OpCode use a simple ADC converter and connect an Atari paddle to it.
From the parallel port should it be able to command the ADC to sample the paddle then read the resulting 8 bit value.
Paddle games should be very easy to implement that way.
The second device is: creating a cable to hookup two ColecoVisions together thru the parallel port.
The parallel port can implement full duplex 8-bit communication.
OpCode want to implement a simple game where two ColecoVisions can exchange information about player position, etc. A simple racing test game would be nice.
If possible will World of OpCode try a 4 ColecoVisions configuration too.
Finally 3rd device should be a simple computer module. It should implement PS2 keyboard reading, and if possible access to a SD card.
Eduardo at World of OpCode just want to make sure that it can do that stuff if wanted. Both PS2 keyboard and SD cards are serial devices.


Eduardo had originally planned to use the OKI MSM 9842 PCM chip
with synthesized speech and sound.
Donkey Kong Arcade should have use it for the walking and jumping sound for example.

So for the best sound have Eduardo decided to study 6502 assembly and by consequence he was able to analyze the Famicom/NES version of DonkeyKong.
With that he have the routines he need to be able to reproduce the few analog sounds found in the arcade game.
So he don't need the Oki chip for the new SGM, and sounds such as voices can still be reproduced.
And to be honest, do Eduardo not need the Oki chip for any of the planned short term SGM games anyway.
Instead it is decided not to use digital voice on the new expansion module.
It will be found on the CV 2 which will be produced in 2012/13.

 
The 1st. newer empty prototype PCB
of the future Super Game Module.
The same 1st. newer prototype pcb,
but now with components.
   
SEM: Super Expansion Module Mounted Prototype #2...
This is the 2nd. newer empty protype PCB. And now fully mounted PCB, very very nice work.
None of the above prototypes are with the planned OKI chip.
It will instead be mounted in the CV 2.

World of OpCode have partnered with Nurve Networks from X-GameStation to finish the new ColecoVision Super Game Module.
Nurve Networks is going to not just take care of the whole manufacturing process.
Nurve Networks will also offer technical consulting during the rest of the design phase to make sure the final module is of the highest possible quality.

 

This version is also without the OKI chip...

The 3rd. newest Prototype out of several.
Not the final one.


Beta testing starts late november 2010 until beginning of 2011.

Manufacturing of the hardware starts in China in spring 2011, and around a month later is the final hardware received and ready for packaging.

The New Super Game Module will then be for sale around april 2011.

Eduardo's wife Bia is a master with Auto CAD, and she will maybe be the one that design the case for the new ColecoVision Super Game Module.

What will be included. ?
 
- Super Game Module to be plugged in the CV expansion port.
- 24~32 KB expanded RAM. for more advanced games.
- ADAM compatible.
- Spinner IRQ control.
- Parallel port offers IRQ input.
- New Sound generator AY-3-8910.
- Bi-directional DB 29 parallel port.
- Power LED indicator.
- ColecoVision Super Game Module manual.


All in all, the new SG Module is more in line with Coleco’s own planned Super Game Module.

When the new SG Module is finished with software, hardware, case etc, will World of OpCode start promoting through Gaming Magazines, Youtube, Retro Gaming Websites, Merchandise etc.

And like Eduardo says to ColecoNation for a few years ago:

"For us collectors and classic gaming fans alike, increasing lifespan is very important, because we are already witnessing our beloved machines slowly dying.
That is a concern when creating new devices
".

A full support and technical documentation of the new Super Game Module and MegaCart 2 Cartridge will be available for everyone who works with ColecoVision homebrews.

Now you have as an homebrewer the ability to make games for Colecovision with a little less limitations.
So now you can publish more advanced games, now you have some more kilobytes to do with.
And what sound and synthetic power is concerned, possibilities here also improved.
Now, -there are no more excuses.

Just remember that, ColecoVision is: "The Arcade Video Game Quality System", and the arcade games from the 80's appeals to it.
 

If you already now want to resevere a new Super Game Module, (like 70 others already do), please take contact with Eduardo's wife Bia Mello.
The price will probably land on around $ 50, and that includes the new Super Game Module, and a related manual.
The deal with River West Brands and Coleco Holding LLC leads to no longer offer Donkey Kong Arcade or any other as a pack-in game.

As opportunities are now you will have a combined system consisting of an existing ColecoVision, as well as an expansion module.

The second option is to wait until late 2012/13 to buy a whole new absolute top class Colecovision System called: CV 2.
It's totally independent of your existing Colecovision Video Game System.
Here are all the possibilities really great, and the games will truely come to terms at this machine.
Better Graphics, more colors, Synth speech, AV Out and avanced "close to" MSX Stereo Sound.
 
Will subsequently be updated.
Please note that World of OpCode continuous change in the data above.
This is not the final work.

Last updated: August. 14. 2010.