chrisbid said:
sort of on the same topic but not really, ive seen a few tech demos and really simple homebrew games on the SMS, since carts seem to be expensive to put together, and there really isnt that many common SMS games to carve up into homebrew, would the card slot be a viable option? ive seen some of the turbo graphx and lynx games from good deal games where the chips are glued onto the open end of the card, i would think the same method could work well for the SMS. Sure, the limit is 128k, but i doubt there are any homebrew projects at the moment that need any more.
The card slot can only access a maximum of 32K since the extra address line (A15) aren't available. Even if you tried to hack a larger game to fit on card, games expects to be able to access 64K section at a time. You'd have to reprogram the game completely so it's bankswirtched in 32K section rather than 64K. A ittle messy.
It's still easier to use the card slot. Card slot uses standard 25/50 pin card edge connector with 0.10" spacing and it's readily available from various online electronics supplier. And because SMS games 64K and smaller can be directly accessed, you could just drop in an EPROM, no extra circuitry at all.
Mega games (1Mbit or 128K) and larger requires bankswitching to handle larger games but its design is ell documented and it's possible to build your own bankswitching circuit with something like a PAL or whatever. It's basically a bankswitch watchdog that monitors address line and data lines and controls A14 to A18 lines to the ROM chip.
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i guess this question is better suited for the smspower forum, but i hate those kinds of message boards that force you to click on each individual reply

I don't like those style either but it's full of people that knows every diode inside and out of SMS and Game Gear. The only one question no one has been able to answer yet is the pinout of the Game Gear LCD display. The LCD had to be partially NTSC compatible since GG and SMS are virtually the same with minior differences. My best guess is 3x 4bit RGB input (12 bit total) plus composite synch.