Disabling super mario rpg's internal lockout chip. Let's....

Includes but not limited to: SNES, Genesis, Sega CD, PlayStation 1, Nintendo 64, Dreamcast, Game Gear and I guess the Virtual Boy.

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jeroen
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Disabling super mario rpg's internal lockout chip. Let's....

Post by jeroen »

....figure this out. Ok you prob know that super mario rpg won't work without an intact lockout chip. I've heard the lockout chip is built in the sa-1 chip. Now I have a theory on disabling it. (and I need somebody with the game and a snes with disabled lockout to try it) Ok cut the traces (of the cic) to the connector pins. Now solder wires onto the side that leads to the chips. Now we have to connect them in a fashion so that the cic wil "talk" to itself.
Jongamer
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Post by Jongamer »

good theroy but I dont wanna risk my only copy of Super Mario RPG, and I do not have my lock out chip disabled in my SNES.

lol Talking to it self.
sammy
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Post by sammy »

I would try it but I paid 40€ for that game.
extremesonic
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Post by extremesonic »

Yeah I don't think anyone is going to risk a game that rare and expensive on a "theory", that could possibly work.
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atari2600a
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Post by atari2600a »

Wouldn't it end up talking to itself on the same hertz? I think it would send instructions to itself 1 cycle early.
Ditto
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Post by Ditto »

Doesn;t the lockout chip work by sneding and decoding an encripted signal? Wouldn't work buddy. :?
sammy
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Post by sammy »

Ditto wrote:Doesn;t the lockout chip work by sneding and decoding an encripted signal? Wouldn't work buddy. :?
It's really not that complicated. They aren't going to use such expensive technology for just a lockout chip.
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