Originally posted by Shakey Jake33+Jun 30, 2003 @ 03:35 AM--><div class='quotetop'>QUOTE(Shakey Jake33 @ Jun 30, 2003 @ 03:35 AM)</div><div class='quotemain'> <!--QuoteBegin-mal@Jul 1, 2003 @ 10:32 AM
So how does an AR4M+ cope with both?
Originally posted by ExCyber@Jul 2, 2003 @ 10:29 PM
The connections between the RAM chip, the circuit board, and the cartridge logic.
As far as I can remember, on my Action Replay 4M Plus, the address bus on the cart slot is just connected to the DRAM through a pair of muxes. This would not provide the same memory map as what would be on the 1MB cart specced by Sega - if a game just used the 1MB RAM where it was officially mapped it should work fine since they overlap, but any access outside the RAM area for 1MB can't be guaranteed to be compatible (it probably mirrors on a real cart, while it would just read/write normally on a 4MB one).
Originally posted by antime@Jul 4, 2003 @ 03:13 PM
The "faulty" Action Replays use the device ID of 1MB cartridges, so the games that require the 4MB expansion refuse to boot. I doubt Sega changed the spec, more probably Datel didn't know that the ID was different for 4MB carts.
So how do you explain why SNK's 1MB-only games fuck up on native 4MB cartridges?
more probably Datel didn't know that the ID was different for 4MB carts.
In my KOF '97 box it says that it supports both 1MB and 4MB RAM carts. Maybe there are differences among the different 4MB carts avaliable...
I don't know about KOF, but there is another game that supports both 1MB and 4MB, so they probably have different device ID's that the games request, allowing the AR4M+ to use alternate logic paths for 1MB and 4MB.