
Even more amazing is that this was unveiled live on a real SNES running an unmodified game cartridge. actually used dual multitap cables, effectively connecting 8 controllers to a SNES. He also created a menu and ending screen, along with his trademark smiley face graphic. Similar to what we saw for Pokemon Yellow on Gameboy, created entire Pong and Snake clones within Super Mario World. Our first recommendation is that you watch the video, then come back here for an explanation. This is the coolest classic Super Nintendo Entertainment System (SNES) hack we’ve seen in quite a while. What you’re seeing is called “ Super Mario World (Total Control)” by. Pretty impressive, given this build is the product of stuff he just had lying around.įiled under: nintendo hacks, peripherals hacks With two AA cells, the keyboard had about a year of battery life, so with a single AAA cell, ‘s SNES controller should last a few months or more.Įxcept for a switch and a missing cable, ‘s wireless controller looks exactly like a stock controller. The old keyboard used a pair of AA cells wired in parallel. Once the lines of the SNES controller were wired up to the transmitter, needed a way to power his new wireless controller. The membrane of the keyboard connected directly to the transmitter, meaning tracing out the connections of the membrane to each pin was required to get a button mapping that made sense. To do this, he salvaged the Logitech transmitter from an old handheld Logitech keyboard/touchpad combo. wanted to retain as much of the stock appearance of the original controller as possible. What we do know, though, is that it’s now possible to stuff one of these Logitech transmitters into a Super Nintendo controller, allowing it to operate with your fancy-schmancy wireless keyboards and mice. Yes, they could have used Bluetooth, but that’s neither here nor there. It’s an amazingly simple device for all the amazement it imbued in our young impressionable minds.įiled under: classic hacks, nintendo hacksĪ while back, Logitech introduced their version of a wireless interface for keyboards, mice, and other human-oriented peripherals. As for the circuitry inside the Game Genie, there’s really not much aside from an un-Googleable GAL (general array logic) and a tiny epoxied microcontroller. Of course, all this information could be gleaned from the original patent for the Game Genie. Otherwise, the Genie lets hands off the original data to the CPU. Using an 8-bit code, the Game Genie returns a specific byte if the compare bytes are equal.
#TAKING APART SNES USB CONTROLLER CODE#
For this bank-switching setup, the Game Genie uses an 8-bit code it’s just like the 6-bit code, only with the addition of a ‘compare’ byte. Since areas of data are constantly being taken in and out of the CPU’s address space, merely returning a set value whenever a specific address is accessed would be disastrous. Some games, especially ones made in the late years of their respective systems, use memory mapping to increase the code and data provided on the cartridges.

Thus, infinite lives become a reality with just a 6-character code. For the 6-character codes, whenever the address referenced by the Game Genie code is accessed, a specific data byte is returned. Both these types of codes translate into a 15-bit address in the game ROM (from 0×8000 to 0xFFFF for the 6502-based NES) and a data byte. There are two varieties of Game Genie codes – 6-character codes and 8-character codes. There is, of course, a rhyme and reason behind the Genie and put together a great walkthrough of how the Game Genie works. To someone who doesn’t yet know where the 1-up is in the first level of Super Mario Bros., the Game Genie seems magical. Those of us old enough to remember blowing into cartridges will probably remember the Game Genie – a device that plugs in to an NES, SNES, Sega Genesis, or Game Boy that gives the player extra lives, items, changes the difficulty, or otherwise modifies the gameplay.
