Skip to the content
2 layers116.2 × 79.2 mmSNES Advanced UV 1-0 new, the printed circuit board in 3D

A collection of Super Nintendo cartridge circuit boards

Size
116.2 × 79.2 mm
Copper layers
2
Thickness
1.6 mm
Parts
66
Nets
115
Pads
497
Tracks, vias
2,268, 376
Pours
37
Routed
Yes
KiCad
KiCad 8.0 (file 20240108)
Created
16 Jul 2024
Updated
17 Sep 2026

Overview

SNES Advanced UV 1-0 new is an open-source printed circuit board by MouseBiteLabs, from the MouseBiteLabs/Super-Nintendo-Cartridges repository on GitHub, published under the CC-BY-SA-4.0 licence. It is a 2-layer board of 116.2 × 79.2 mm with 66 parts on 115 nets, routed with 2,268 tracks and 376 vias.

It is built around the PIC12F629-I/P, 74LS139PC and 74CBTLV3257D, with the 74HC74D, CR202500F and MMBT3904 among its other parts. Its parts include 13 ICs, 11 capacitors, 7 resistors, 3 diodes and 3 transistors. It belongs with the retro computing and games boards and the PIC boards of this library.

Main components

6

README

LoROM Flash/README.md

Super Nintendo Advanced Flash Cartridge - LoROM (SHVC-8XL8D-01A)

Order at your own risk -- v1.2 is untested, but likely works (v1.1 tests are complete)

This is a new and improved Super Nintendo cartridge circuit board design that is capable of being flashed via the Open Source Cart Reader (OSCR) by sanni. Alternatively, you can also flash the ROM chips before soldering them to the board through the use of a programmer like the T48 programmer with the TSOP48 adapter. This cartridge is made entirely from brand new off the shelf components. No donors are required, and you don't need to rely on AliExpress or eBay for parts!

This is the LoROM-only variant of the Advanced Flash cartridge.

image

This cartridge is capable of any standard cartridge with the LoROM or ExLoROM mapping but not those with co-processors, such as SA-1 or SuperFX. You can backup games onto it with the following settings:

  • Can be programmed to operate as a multicart, changing games by pressing the SNES reset button (this includes the ability to make two games of the same memory map, or one of each)
  • Up to 8 MB of ROM space for a single game or 4 MB of ROM space for two games
  • Up to 128 KB of RAM space for a single game or two separate banks of 32 KB RAM space for two games
  • All these settings can be changed via DIP switch for easy on-the-fly modifications without soldering

All gerbers and source files can be found in this repo, as this project is fully open source. Please read all instructions before attempting the project.

Important Things Before You Start

  1. Please review the wiki for more information about using the circuit boards, instructions for how to program them, and example builds.
  2. When soldering parts on, it's a good idea to put kapton tape or otherwise cover the bottom cartridge edge. You do not want to get solder on the cartridge contacts.
  3. I am not responsible for any damage you do to your self or your property. Attempt this project at your own risk.
  4. I do not guarantee design compatibility. You may encounter issues with certain games. There is also a chance I have made an error in the design or the BOM - if this is the case, I will do everything I can to address the problem as quickly as possible.
  5. If you are using this board to make games other than for personal use, you must have permission from the originator to use and distribute any ROM images or other related material. You are responsible for making sure you adhere to any license requirements.

DO NOT use my circuit boards for profiting from stolen work - this especially includes homebrew content, ROM hacks, and using fan-made labels without permission from the originator. Support ALL original creators!

Board Characteristics and Order Information

The zipped folder contains all the gerber files for this board. The following options must be chosen when ordering boards for yourself.

  • Thickness: 1.2mm
  • Surface Finish: ENIG
  • Gold Fingers: Yes, 30° chamfer

You can use the zipped folder at any board fabricator you like. You may also buy the board from PCBWay using this link (disclosure: I receive 10% of the sale value to go towards future PCB orders of my own):

PCB from PCBWay

Purchase from My Website

You can purchase this circuit board at my website, https://mousebitelabs.store. Click the following image to be directed to the specific item listing:

PCB from MouseBiteLabs

Purchase from Etsy

I also offer the board on Etsy, if you would rather purchase through there - click the banner to be redirected.

PCB from Etsy

Purchase from insideGadgets

And finally, insideGadgets sells these boards fully populated!

Required Equipment

  • You will need basic tools, like a soldering iron, hot plate, and/or hot air rework station.
  • You need a way to program the ROM chip(s).
  • This cartridge uses the PIC12F629 with the SuperCIC code to fake out the lockout chip. You will need a way to program these PIC chips. I use the T48 to do so, but you can also use something like the PICkit 3. Note that if you have region modded your SNES, you won't need the lockout chips in the cartridges.

How to Program

Please check out the wiki pages on how to prepare the ROM and program the cartridge.

Board Configurations

You do not need every single part on this board to make a game. The game you want to make is mainly dependent on the ROM size and the RAM size. Depending on your needs, you only need to solder on certain components, which you can find below in the BOM section.

  • Every board needs Group A components. You can make LoRom games that have no RAM and are up to 4 MB large with this configuration. (If your game is only 2 MB, you do not need to include U9 and C9)
  • If you need RAM space, add Group B components. This will add 32 KB of RAM space. (Multicarts will need the AS6C1008 chip for the RAM)
  • If your game is larger than 4 MB, it will use the ExLoROM memory mapping. Add Group C components for this.
  • For multicarts, you can make a board with two games on it up to 4 MB each. You will need Group C components, as well as Group D components. (If one of the two games you want to program is only 2 MB, you do not need to include U9 and C9 for Game 1, and/or U12 and C12 for Game 2.)
  • Finally, if you really need the extra RAM space for the odd game that uses 128 KB of RAM, solder Group E components.

Switches

For SW2 through SW6, you can either use the DIP switch as indicated in the BOM below (in the "Optional" sections), or you can jumper the pads underneath the switch to turn the switch "ON". In this example, positions 1 and 2 are "ON"; 3 and 4 are "OFF":

image

Switch 2 - SRAM Size

This sets the RAM size for the game, assuming you have the RAM chip installed. The maximum addressable space for single cartridges is 128 KB (necessitates SW6 if you need more than 32 KB), and for multicarts it's 32 KB per game. You will need the 128 KB chip (AS6C1008) for multicarts (but not SW6). Some games will care that you have the correct RAM size, or else they will activate piracy protection, so you should try to match the settings your game calls for. Note that DIP positions 1/2, and 3/4 should be changed together simultaneously:

  • For 2 KB of RAM, set all switches OFF.
  • For 8 KB of RAM, set positions 1 and 2 ON, and 3 and 4 OFF.
  • For 32 KB of RAM, set all positions ON.

Note: If you have a v1.0 board, please read the section below, as the instructions are slightly different to set the RAM size correctly.

Switch 6 - SRAM Size (for single games with RAM larger than 32 KB)

SW6 is pretty self-explanatory, and only usable for non-multicarts. It's only required if you want to switch between games with more than 32 KB of RAM and ones that don't. The number of games that use RAM larger than 32 KB is pretty small so you probably won't need this part.

Switch 3 - Ex Mode

Switch this ON for the ExLoROM mapping, or OFF for regular LoROM.

Switch 4 and 5 - Multicart Configurations

These two sets of switches control the multicart features on the board. Here is how to use the switches to program the two games:

  • Put SW4A (MULTICART) to "YES"
  • Set SW4B (MULTI MODE) to "PRG" (for programming)
  • Program the first game by putting SW5 in "GAME 1" position; program the second by putting SW5 in "GAME 2" position
  • After both games are programmed, set SW4B to "PLAY"

Note that if you put SW4A to "NO", you will keep the game in a single-game mode, and the game that boots up will be determined by the position of SW5.

Fix for v1.0

There's a minor issue with v1.0 of the board. This does not affect versions after v1.0.

For setting the SRAM size using SW2, you must do the following:

  • For 2 KB of RAM, set all switches OFF.
  • For 8 KB of RAM, set positions 1 and 2 ON, and 3 and 4 OFF. REMOVE R8 AND R9 FROM THE BOARD.
  • For 32 KB of RAM, set all positions ON. REMOVE R8, R9, R10, AND R11 FROM THE BOARD.

SW6 cannot be used on this board, so games are restricted to 32 KB of RAM maximum.

If you do not remove the resistors as defined above, your save battery life will be severely impacted.

Multicarts for v1.0

You cannot make multicarts on v1.0.

Fix for v1.1

You only need to do this if you are planning to use multicart mode. All you have to do is solder a wire from the top of R5 to the top of SW5.

image

Estimating Battery Life

To accurately estimate the battery life, you must first solder the battery in, and then either program your game in the OSCR or power it on in a Super Nintendo.

After that, measure the voltage across R1 using a multimeter in DC mV mode, touching the probes to the two test point pads on either side of R1 (or, the + and - pads on the back of the board below my smiling face). You should read something around 10 mV or less. If you are severely higher than 10 mV, like in the 100's of mV, then you have a problem on your board.

image

Once you have a suitable voltage, find the milliamp-hour rating of your selected battery (preferrably from a datasheet). For example, a Renata CR2032 battery is rated for 225 mAh.

Now to estimate battery life, take the voltage measurement in mV and the battery rating in mAh, and plug it into this equation:

Time (years) = Resistance of R1 (ohms) * Battery capacity (mAh) / Voltage (mV) / 8760

The factor of 8760 is for converting years to hours (24 hours in a day, 365 days in a year). The resistance of R1 is 10000 ohms. So for an example, if you measured 10 mV on R1 and are using a Renata CR2032, you would get 10000 * 225 / 10 / 8760 = 25.7 years.

Troubleshooting

Please check out the wiki pages for troubleshooting tips.

Bill of Materials (BOM)

The component groups required for the build you want to make are detailed above. Note that the "optional" groups mostly only contain the switches, as you can manually set the switch position with a 0-ohm resistor (or, lack of a resistor). Remember, shorting the pads means the switch is ON, and keeping the pads depopulated means the switch is OFF.

Mouser Shopping Cart

The following cart has the maximum amount of parts you would potentially need on a single board (essentially, a multicart), plus a few extras of the passive components due to price breaks. This also includes four M29F160 chips and both the AS6C62256 and AS6C1008. You can remove the chips you don't need from the shopping cart before ordering, according to the component group assignments below.

https://www.mouser.com/ProjectManager/ProjectDetail.aspx?AccessID=b7de252bab

Group A - 4 MB ROM, No RAM

Note: If your game is only 2 MB, you do not need U9 and C9.

ReferenceValue/Part NumberPackageDescriptionSource
C10.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C70.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C80.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C90.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
CC22u1206Capacitor (MLCC)https://mou.sr/4e4zShm
R4100k0603Resistorhttps://mou.sr/49bgMnu
R5100k0603Resistorhttps://mou.sr/49bgMnu
U1PIC12F629DIP-8, SOIC-8Lockout Chiphttps://mou.sr/3XuEZzO
U774HCT139TSSOP-16Decoderhttps://mou.sr/4eqzppn
U8M29F160TSOP-48Flash EEPROMhttps://mou.sr/3MNWQ0b
U9M29F160TSOP-48Flash EEPROMhttps://mou.sr/3MNWQ0b

Group A (Optional) - Programming header

Note: J1 is a space that allows you to program the PIC using the standard ISP pinout while the chip is on-board. It is not a required component. If you wish to use it, you will need to pick out a component yourself to use here, as there are different ways to go about using it.

ReferenceValue/Part NumberPackageDescriptionSource
J1--2x3 pins, 2.54mm spacingHeader (see note)N/A

Group B - adds 32 KB of RAM

Note 1: If you are making a multicart, you must use the AS6C1008 for U10.

Note 2: If you are using an AS6C62256, you can omit R14 and R15.

ReferenceValue/Part NumberPackageDescriptionSource
B1CR2032CR2032Coin Cell Batteryhttps://mou.sr/3Wj2m0G
C50.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C100.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C110.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
CB22u1206Capacitor (MLCC)https://mou.sr/4e4zShm
Q12N7002SOT-23N-channel MOSFEThttps://mou.sr/3rgfh6J
R110k0603Resistorhttps://mou.sr/3riR7IH
R6130k0603Resistorhttps://mou.sr/3MjXliy
R749.9k0603Resistorhttps://mou.sr/3BBcDgp
R8100k0603Resistorhttps://mou.sr/49bgMnu
R9100k0603Resistorhttps://mou.sr/49bgMnu
R10100k0603Resistorhttps://mou.sr/49bgMnu
R11100k0603Resistorhttps://mou.sr/49bgMnu
R14100k0603Resistorhttps://mou.sr/49bgMnu
R15100k0603Resistorhttps://mou.sr/49bgMnu
U574HCT139TSSOP-16Decoderhttps://mou.sr/4eqzppn
U10AS6C62256, AS6C1008SOP-28, SOP-32SRAMhttps://mou.sr/3ZxG6jd
U11TPS3613MSOP-10Battery Managementhttps://mou.sr/45Ir2kh

Group B (Optional) - RAM size switch/jumpers

ReferenceValue/Part NumberPackageDescriptionSource
RS2A0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS2B0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS2C0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS2D0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
SW2DS04-254-2-04BK-SMT4-position DIPDIP Switch (4-pos)https://mou.sr/3MPsI4o

Group C - Adds 4 MB ROM for ExLoROM

Note: If your Ex-mode game is 6 MB large, you don't need U13 and C13.

ReferenceValue/Part NumberPackageDescriptionSource
C120.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
C130.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
U12M29F160TSOP-48Flash EEPROMhttps://mou.sr/3MNWQ0b
U13M29F160TSOP-48Flash EEPROMhttps://mou.sr/3MNWQ0b

Group C (Optional) - Ex Mode switch/jumper

ReferenceValue/Part NumberPackageDescriptionSource
RS30 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
SW3DS04-254-2-01BK-SMT1-position DIPDIP Switch (1-pos)https://mou.sr/3MK4Lvz

Group D - Enables multicart mode

Note: If your game(s) are 2 MB, you do not need U9 and C9 (for Game 1) and/or U12 and C12 (for Game 2).

ReferenceValue/Part NumberPackageDescriptionSource
C140.1u0603Capacitor (MLCC)https://mou.sr/3ENc15O
R1310k0603Resistorhttps://mou.sr/3riR7IH
U1474HCT74TSSOP-14Flip-Flophttps://mou.sr/4eroZpu

Group D (Optional) - Multicart mode switches/jumpers

ReferenceValue/Part NumberPackageDescriptionSource
RS4A0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS4B0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS50 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
SW4DS04-254-2-02BK-SMT2-position DIPDIP Switch (2-pos)https://mou.sr/3B7BqZr
SW5DS04-254-2-01BK-SMT1-position DIPDIP Switch (1-pos)https://mou.sr/3MK4Lvz

Group E (Optional) - Increases RAM to 128 KB

ReferenceValue/Part NumberPackageDescriptionSource
RS6A0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
RS6B0 ohm0603Resistor (Jumper)https://mou.sr/4e1ABQg
SW6DS04-254-2-02BK-SMT2-position DIPDIP Switch (2-pos)https://mou.sr/3B7BqZr

Revision History

v1.2 - Release

  • Fix board number on top right corner
  • Fix multicart net to ROM selection
  • Remove "1" from single DIP switches for clarity

v1.1 - Beta

  • Fixed C9 and C12 positions on PCB
  • Added resistors under all switches as alternative
  • Changed R8 through R11 and R14 to pull-down resistors
  • Added Q1 to ensure RAM start-up at correct time
  • Simplified multicart circuit to reduce battery current draw, lower the BOM count/cost and simplify the design
  • Change board outline to differentiate board from other similar boards

v1.0 - Alpha

  • Prototype version

Acknowledgements

  • Extremely huge thanks to sanni for firstly creating the OSCR, and secondly for adding programming support for the cartridges.
  • Continual thanks to all in the nesdev community for their resources, design tips, and support throughout the past half-decade.

License

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. You are able to copy and redistribute the material in any medium or format, as well as remix, transform, or build upon the material for any purpose (even commercial) - but you must give appropriate credit, provide a link to the license, and indicate if any changes were made.

©MouseBiteLabs 2024

Parts

66
QtyValueFootprintReferences
15Jumper_3_OpenBucketmouse:SJ_2SJ2, SJ3, SJ4, SJ5, SJ6, SJ7, SJ8, SJ9, SJ10, SJ11, SJ12, SJ13, SJ14, SJ15, SJ16
90.1uBucketmouse:C_THTC2, C3, C4, C5, C6, C7, C8, C9, C10
7Jumper_2_OpenBucketmouse:SJSJ1, SJ17, SJ18, SJ19, SJ20, SJ21, SJ22
410kBucketmouse:THT_SMT_0803R3, R4, R5, R7
427C322Bucketmouse:DIP-42_W15.24mmU3H, U3L, U4H, U4L
374LS139Bucketmouse:DIP-16_W7.62mmU8H, U8L, U9
3DBucketmouse:DIODE_THT_SMTD1, D2, D3
3LOGOLOGOG***, G***, G***
2100kBucketmouse:THT_SMT_0803R2, R6
222uBucketmouse:CP_Radial_D5.0mm_P2.50mmC1, CB
22N3904Bucketmouse:TO-92L_Inline_WideQ1A, Q2
274CBTLV3257Bucketmouse:DIP-16_W7.62mmU6, U7
2TPB1,27Bucketmouse:TestPoint_THTPad_D1.5mm_Drill0.7mmTP14, TP16
11kBucketmouse:THT_SMT_0803R1
174HC74Bucketmouse:DIP-14_W7.62mmU10
1AS6C1008Bucketmouse:DIP-32_W15.24mmU5
1CR2025Bucketmouse:COIN_CELLB1
1MMBT3904Bucketmouse:SOT-23Q1B
1PIC12F629Package_SO:SOIC-8_3.9x4.9mm_P1.27mmU2A
1PIC12F629Bucketmouse:DIP-8_W7.62mmU2B
1SNES_CartridgeBucketmouse:Cart_Edge_SNES_StandardP1

More from MouseBiteLabs/Super-Nintendo-Cartridges

2
  • 2 layers110.2 × 77.8 mmSNES Basic UV 1-1, the printed circuit board in 3D

    SNES Basic UV 1-1

    MouseBiteLabs/Super-Nintendo-Cartridges

    A collection of Super Nintendo cartridge circuit boards

    63 parts70CC-BY-SA-4.0
  • 2 layers112.2 × 77.7 mmSNES LoROM Flash 1-2, the printed circuit board in 3D

    SNES LoROM Flash 1-2

    MouseBiteLabs/Super-Nintendo-Cartridges

    A collection of Super Nintendo cartridge circuit boards

    63 parts70CC-BY-SA-4.0

Similar boards

  • 2 layers83.8 × 61 mmGenesis Advanced UV 1-1, the printed circuit board in 3D

    Genesis Advanced UV 1-1

    MouseBiteLabs/Genesis-Cartridges

    A collection of Genesis/Mega Drive cartridge circuit boards

    53 parts16CC-BY-SA-4.0
  • 2 layers53 × 62 mmMbc3 SRAM typeA 1-1, the printed circuit board in 3D

    Mbc3 SRAM typeA 1-1

    MouseBiteLabs/Game-Boy-Cartridges

    A collection of my Game Boy cartridge circuit board designs

    36 parts50CC-BY-SA-4.0
  • 4 layers70 × 143 mmIoBoard, the printed circuit board in 3D

    IoBoard

    Loic74650/ioBoard

    A relay (and more!) board with Ethernet connectivity and MQTT support

    206 parts3GPL-3.0
  • 2 layers60 × 50 mmSaposenBoard, the printed circuit board in 3D

    SaposenBoard

    hide4096/SaposenBoard

    85 parts2
  • 2 layersRadHardSchematics, the printed circuit board in 3D

    RadHardSchematics

    FraserD404/Spr24-RadHard-Research

    Code for research

    39 parts
  • 2 layers89.9 × 64.2 mmSNES 27C322 Extender 1-0, the printed circuit board in 3D

    SNES 27C322 Extender 1-0

    MouseBiteLabs/ROM-Adapter-Boards

    A collection of ROM adapter boards for different use cases

    9 parts23CC-BY-SA-4.0
  • 2 layers154 × 93.2 mmExpansion connector board, the printed circuit board in 3D

    Expansion connector board

    MEGA65/mega65-r3-expansion-board

    Expansion board for the MEGA65 R3+ Main Boards

    20 parts8
  • 2 layers83.8 × 60.8 mmCart FeRAM, the printed circuit board in 3D

    Cart FeRAM

    soniccd123/Genesis-FeRAM-Cart

    A open Sega Genesis cartridge PCB

    16 parts89

Questions

How big is the SNES Advanced UV 1-0 new PCB?

It measures 116.2 × 79.2 mm and has 2 copper layers, 1.6 mm thick.

What parts does the SNES Advanced UV 1-0 new use?

66 parts, built around the PIC12F629-I/P, 74LS139PC, 74CBTLV3257D and 74HC74D. The full list of its parts is on this page, with links to each part's symbol and footprint where PCBKit's library has them.

Where can I download the SNES Advanced UV 1-0 new KiCad files?

From the MouseBiteLabs/Super-Nintendo-Cartridges repository on GitHub, at the commit this page was made from: the board is Advanced UV/SNES_Advanced_UV_1-0_new.kicad_pcb and its schematic Advanced Flash/RAM.kicad_sch. PCBKit opens the board in the browser, with nothing to install.

Can I use the SNES Advanced UV 1-0 new design in my own project?

Its repository publishes it under the CC-BY-SA-4.0 licence: you may reuse it on that licence's terms (keep the author's notice, and for a copyleft licence share your changes alike).