Search the web
Sign In
New User? Sign Up
nesmodifications · NES Modifications
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Hear how Yahoo! Groups has changed the lives of others. Take me there.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
LED Swap   Message List  
Reply | Forward Message #182 of 230 |
Re: [nesmodifications] Disable Lockout Chip

Lock-out chip was designed by Nintendo to prevent what
is collectively known by various names but generalized
as the "Video Game Crash of the 80's" If you are old
enough, you will remember the early days when there
was Atari, and Atari, and Atari and Atari clones and
EVERYONE making games for Atari because they did not
technically have to be licensed in order to make them.
So at the end of the big wave, there were absolutely
tons of games, noone bought them, the sheer numbers of
them drove prices down on all in order to compete and
all stores pretty much stopped selling them because
they could not make a profit. Well along comes the
big playing card company known as Nintendo with the
idea of their Family Computer system, the idea went
over well but the name sure did not, so they renamed
it to the Nintendo Entertainment System (who doesn't
like being entertained?). At first, of course as I
said, the idea went over well, but as we all know, so
does communism (on paper it works, not in real life
with real people). Anyway, fastforwarding through a
lot of other developments and stories, Nintendo came
out with the lock-out chip that was placed in each
console and correspondingly with each and every last
game. In order to get these gems, you had to not only
pay NOA the premium to develop the game and license
it, you had to pay for the lock-out chips.
Interestingly, in the beginning the games came with
the chips inside the cartridge with a converter from
our 72-pin to the European/Japanese pin count (isn't
it somewhere in the 30's?) but were removable from the
card to be used should they be needed. Of course noone
likes giving things away, so they stopped that rather
quickly. Getting back to the lock-out chips, the one
on the console sort of sends out a signal that must be
completed before it will run the game, the only way
that was previously known was to have a corresponding
lock-out chip sending the same signal.
Why would you want to disable this chip? Well, they
malfunction sometimes, also without the chip there
blocking all games not containing another chip, pirate
games could not be used. Well, I'll stop ranting at
that and let you get to the file, it's a little old
but very good:

Disabling the NES "Lockout
Chip" (rev. 0.5 26-Dec-97)

================================

Introduction
------------
This document details a simple modification that you
can perform on your
Nintendo Entertainment System video game console in
order to remove the
"lockout chip" protection system.

Why might you want to do this? Well, I can think of a
couple of reasons:
• You own unlicensed games which can't be played on
your model of NES;
• You own foreign games, and currently have to use a
clumsy adapter system. For
example, after performing the modification you can
use most PAL games on a
U.S. console, and use most U.S. games on a PAL
console console.

This document is copyright © 1997 by Mark . The latest
version should be available at:

http://www.netcomuk.co.uk/~markk/index.html
You are explicitly permitted to include the unmodified
document on web sites,
ftp sites and the like.


The procedure given here should work for ANY old
design NES (i.e., any front-
loading model). The new design NES doesn't have a
lockout chip anyway.

With the modification, you can play *ALL* PAL games
(European, Hong Kong or
U.K.) on *ANY* PAL console. However, you can't play
all PAL games on a U.S.
console, or play all U.S. games on a PAL console. Some
games are incompatible
with the different display standards. Examples of this
are High Speed, Pin Bot
(both hang the console), Time Lord, Digger T. Rock,
and various other games
developed by Rare Ltd. However, the majority of games
do work fine.

NOTE: IF YOU KNOW HOW TO CONVERT A PAL NES TO GIVE A
60Hz DISPLAY, PLEASE
CONTACT ME! IF THIS IS POSSIBLE, IT WILL ENABLE *ANY*
NES GAME TO BE PLAYED ON
*ANY* NES, AT THE CORRECT SPEED. Modifications similar
to this are easily done
on SNES, Master System and Mega Drive/Genesis
consoles, but I suspect that the
NES would need a new PPU chip.


If you perform this procedure on your console, PLEASE
LET ME KNOW WHETHER IT
WORKS! I want to update this document so that it's
applicable to as many
consoles as possible. Please tell me which PCB
revision your console has (e.g.
NES-CPU-11), the serial number and also the lockout
chip number (e.g. "3197A").


I have successfully carried out this procedure on a
U.K. model NES, which has
PCB revision NES-CPU-11. All unlicensed games that I
own, and U.S. and European
licensed games work fine. (The unlicensed games which
I tried are Action 52,
Crystal Mines, Firehawk and Super Adventure Quests.)

This procedure has been reported to work on a U.S.
model NES, revision
NES-CPU-11.


If you are interested in the operation of the lockout
chip and the NES' history
in general, you might like to read David Sheff's
excellent book "Game Over",
and consult U.S. patents 4,799,635 and/or 5,070,479.
Indeed, I obtained the
information necessary to carry out this modification
from one of these patents.



Revision History
----------------
[Revisions before 0.5 not recorded]

0.5 26-Dec-97 Added note about dissipating stored
charge before opening the
console, and warning about static
electricity. Various minor
changes.



Background
----------
Before the NES was first released in the U.S.A.,
Nintendo developed a system
for preventing the use of unauthorised software with
it. Much counterfeit
software had apparently been produced for their
Famicom (Family Computer) game
system, and Nintendo wanted to avoid this happening
for the NES.

Another benefit (to Nintendo, at least) of the system
was that legal third-
party development was severely hindered. Only Nintendo
licensees could buy the
lockout chips, one of which was fitted inside every
game cartridge. Licensees
were apparently charged around US$9 for each chip.

Some companies managed to get around the lockout
system and produce their own
unlicensed games. Examples of this are Active
Enterprises, Codemasters/
Camerica, Color Dreams and Tengen (though Tengen's
system was ruled to infringe
Nintendo's copyright on the "10NES" program, the
program inside the lockout
chip). Macronix Inc. filed U.S. patent 5,004,232,
which details a method for
getting around the lockout.

However, during the life of the NES Nintendo
periodically modified the console,
meaning that some unlicensed games no longer worked.
For example, "Action 52"
and "Crystal Mines" do not work on my U.S. NES. If
your NES has board revision
NES-CPU-11, it will be unable to play these games.
Disabling the lockout chip
solves this problem.

Nintendo also used the lockout system to provide a
"territorial protection".
This means that you can't use a U.K. or European game
in a U.S. console, for
example. At least four different types of lockout chip
are used in U.K. &
Italian, European, Hong Kong and U.S. machines. A
cartridge with one type of
lockout chip is incompatible with a console containing
any other type.



How the Lockout System Works
----------------------------
This is a very brief description. Consult Nintendo's
patent for detailed
information.

Identical chips are fitted to the console and inside
every game cartridge.
Depending on whether a certain pin (pin 4) of the chip
is grounded or at +5V,
the chip functions as either a lock or as a key.
Inside the console, pin 4 of
the lockout chip is at +5V (lock), and inside the game
cartridge pin 4 is at 0V
(key).

When you switch on the NES, the CPU and PPU are held
in a reset state. The two
lockout chips talk to each other. Since the chips are
identical, they should be
saying exactly the same thing at exactly the same
time. Each chip compares its
output with that of its counterpart. If they match,
the lock chip releases the
reset state of the console, and the game can start.
The two chips still talk to
each other, and if the outputs of the two chips ever
differ, the lock chip
causes the console to repeatedly reset, and the key
chip inside the game
cartridge may use the chip select lines of the
cartridge ROM chips to disable
them (though this disabling of the ROMs was probably
never done).

The lockout chip is in fact a 4-bit microprocessor
with its own internal ROM
and RAM. The program in the ROM is called "10NES".



How the Modification Works
--------------------------
This depends on changing the lock device to think that
it's actually a key. If
both devices are configured to be the same type (i.e.,
both keys), to quote
Nintendo's patent "an unstable state takes place and
no operations are
performed at all."
This means that the two chips will do nothing. So the
console will not be
reset, and the key device will not disable the
cartridge ROM chips.

To carry out the modification you need to disconnect
pin 4 of the lockout chip,
and connect this pin to ground (0V) instead. If you do
something wrong and the
entire pin 4 breaks off, don't worry. This is what
happened to me, but the
console still works fine. It is not be absolutely
necessary to connect pin 4 to
0V; leaving it unconnected may be okay.

When I was thinking about what might be done to defeat
the protection system, I
came up with three possible solutions. The first is
the simplest and is that
presented here.

The second is more complicated and works in a
different manner. I have not
tried this method, so I can't say whether it works.
Basically, it involves
connecting the output of each chip to that chip's
input. So each chip would
'talk to itself'. Since the input will always be the
same as the output, the
chip will think that its counterpart is of the right
type, and will not reset
the machine.

The third method involves disconnecting the 4MHz clock
from the lockout chip in
the console and the line that leads to the lockout
chip clock pin in the
cartridge. This may well work - if there is no clock,
both devices should be
halted, and thus will not be able to do anything.



Performing the Modification
---------------------------
You will need the following:
• A crosshead screwdriver suitable for opening the NES
case and removing the
screws inside;
• A very sharp, very small knife, pair of scissors or
similar to cut the IC pin
- a two-sided implement (e.g. scissors) is
preferable to a knife;
• A grounded soldering iron and solder, and optionally
some desoldering braid;
• A short length of thin insulated wire, with the ends
stripped of insulation -
2cm is enough.

Game consoles, in common with most modern electronic
devices are VERY SENSITIVE
TO STATIC ELECTRICITY. Ideally, wear a grounding strap
and work on a conductive
surface when modifying your console. Avoid wearing
clothes containing man-made
fibres, which are prone to static (e.g. nylon). As far
as possible, avoid
touching component leads or PCB tracks. Handle the
board by its edges.


When removing screws, make sure you remember which
type goes in which hole!
Here are step-by-step instructions:

1. Disconnect all peripherals/accessories, including
the AC adapter, from your
NES. Turn the NES power switch on, wait a couple
of seconds and then switch
it off. IT IS *VERY* IMPORTANT THAT YOU DO THIS!
IF YOU DO NOT, YOU RISK
DAMAGING YOUR CONSOLE WHEN YOU OPEN IT UP! Doing
this dissipates any charge
stored inside the NES. You may see the power LED
light momentarily when you
turn the power switch on.

2. Remove the six screws from the base of your NES
and lift off the upper part
of the case.

3. Remove the seven screws which attach the upper
metal shielding to the PCB,
and remove this shielding.

4. Remove the two screws from around the modulator.
One is to the left of the
RF jack, the other in front of the A/V jacks.

5. Remove the six screws which attach the cartridge
tray to the PCB, case and
black plastic connector. Note that the "middle"
pair are different to the
others - they are longer, and a silver colour.

6. Now gently lift the PCB (and cartridge tray and
lower shielding) up out of
the case. Remove the leads from the controller
ports and power/reset switch
PCB, and remove the lower metal shielding.

7. Slide the cartridge tray forwards, lifting it away
from the PCB and
connector. You can leave the connector attached to
the PCB.

8. Turn over the PCB, with the component side up and
the black cartridge
connector towards you.

9. Note the PCB revision; it is printed in white ink
near the centre of the
PCB. For example, "NES-CPU-11". There is a white
sticker on the PCB which
tells you which type of console you have. For
example, my U.K. model says
"PAL-MTL" (MTL is short for Mattel). American
consoles say "NTSC", Hong
Kong consoles say "PAL-ASI" (ASI probably short
for Asia), and European
consoles say "PAL-EEC". Let me know if yours
differs from all of these!

10. Find the lockout chip. "U10 CIC" will be
printed above it on the PCB.
(The U number is not relevant; "CIC" is.) The
lockout chip on my console
has the following text printed on it:
3197A
© 1986 Nintendo
9213 A
This is for a U.K. model console. Other known
numbers are 3193A (American),
3195A (European), and 3196A (Hong Kong). The chip
has 16 pins. If your
console has a lockout chip of a different number,
please let me know.

11. Locate pin 4 of the lockout chip. This is on the
row nearest to you, the
fourth from the left.

12. You need to cut this pin, and bend it up and away
from the PCB. You may
need to bend a couple of capacitors on the PCB
away from the lockout chip
in order to get to it. If something goes wrong and
the entire pin breaks
off, don't worry - see the "How the Modification
Works" section. It may
help to desolder the pin first; you can use some
desoldering braid for
this. Try and cut as close as possible to the PCB,
so that a decent length
is left attached to the chip.

A neater way of doing this would be so desolder
the entire chip, bend out
pin 4, and resolder the chip, leaving pin 4
sticking out. However, this is
quite difficult unless you have a special IC
desoldering tool.

13. This step is optional. Things seem to work fine
with pin 4 left
unconnected. But you can connect it to ground if
you like, and this is the
"right" thing to do.

Solder the length of wire from pin 4 to ground.
Suitable places to connect
to are pins 11, 12, 13, 14 or 15 of the lockout
chip, since these are all
grounded. Pin 15 is on the row furthest away from
you, second from left.

14. That's it! You may want to test your NES before
fitting it back together.
Put the PCB back in the case and connect the power
and controller
connectors. Slide the cartridge tray into
position, making sure the lip is
below the PCB. Put a game cartridge in and switch
on. Hopefully everything
will work! To check whether the lockout chip has
really been disabled,
switch on with no cartridge inserted. There should
just be a blank screen,
with no 'flashing' effect.

15. Now reassemble the console. Enjoy your new
"universal" NES!

---

Sorry 'bout that, I'll try to send the file as
attachment later

--- Russell Archey <scyther879@...> wrote:

> How do you go about disabling the lockout chip and
> what good does it
> actually do? I love my NES but I'm not to up to
> date with the lockout
> chip.



__________________________________
Discover Yahoo!
Have fun online with music videos, cool games, IM and more. Check it out!
http://discover.yahoo.com/online.html





Thu Jun 9, 2005 3:41 am

tech_unit
Offline Offline
Send Email Send Email

Forward
Message #182 of 230 |
Expand Messages Author Sort by Date

I swapped the standard red LED in my NES with a blue one. Now, when powering up my NES, it constantly resets. Has anyone else experienced this? I'm going to...
foolish_smart_guy
foolish_smar...
Offline Send Email
Jun 2, 2005
10:21 pm

Are you certain the blue LED is rated at the same volts as the red? If its too far off from what the red one is the mother board will either be getting too ...
Joe
palacki808
Offline Send Email
Jun 6, 2005
7:00 am

I'm not sure what voltage the red LED inside the NES is rated at. I'd assume +5v because that's pretty standard for circuits with ICs. The blue LED I put in...
foolish_smart_guy
foolish_smar...
Offline Send Email
Jun 8, 2005
2:59 am

How do you go about disabling the lockout chip and what good does it actually do? I love my NES but I'm not to up to date with the lockout chip. ... ...
Russell Archey
scyther879
Offline Send Email
Jun 8, 2005
10:47 am

Lock-out chip was designed by Nintendo to prevent what is collectively known by various names but generalized as the "Video Game Crash of the 80's" If you are...
Ronald Schatte
tech_unit
Offline Send Email
Jun 9, 2005
2:48 pm

Just a comment here: I've never disabled my lock-out chips but generally just replacing the 72-pin connector has fixed everything for me in the past (MCM's...
Ronald Schatte
tech_unit
Offline Send Email
Jun 9, 2005
2:48 pm

... i changed my LED from red to green, I removed the LED put the voltmeter on the two terminals and came up with 5.06 volts replaced the LED with a green one...
Donovan Flannery
donovan.flan...
Offline Send Email
Jan 10, 2006
1:59 am
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help