Anything you can do I can do halfass
Since I'm getting snagged in streamchat and PM with similar questions on similar subjects that I'd imagine have some general interest and I'd rather not answer them a million times, I'm'a start this here to make anything I do have time for public. If you want to ask something, I'm more likely to see it in a PM since I get notified of those, and I can't guarantee I'll always have time or that I'll take all questions, but feel free to ask anyway.
I don't actually run anything- I'm certain I could if I put in the time, but anything I'm decent at already has an epic-level run on the site, and putting in months practicing a game to perfection is lower on my priority list than screwing around with tech demos and indie game development or simply churning through my 50cm-tall queue of casual-play vintage RPGs. And really, my avatar speaks truth. I'm a Red Mage with a minor in Blue Mage. I specialize in doing/knowing a lot of things to a level where I can intermix them freely on the fly and pick up new talents easily rather than being perfect at any given task.
What I know (which is by no means complete; many times I've just gotten really good at piecing together a probable and convincing story between the readily verifiable facts) comes from years of overlap between personal and professional interest. Probably as early as elementary school I wanted to be a video game developer and spent a lot of time playing games. By middle school I was learning available starter-languages like LOGO and TI-83 Basic and dabbling in ROMhacking using off-the-shelf tools. By high school I'd greatly expanded my portfolio of programming languages and was fairly regularly trying to reproduce the mechanics of games I played and enjoyed, or else wanted but couldn't afford. And in undergrad I really lucked out and got to take a student-taught course on NES programming in a homebrew high-level Basic-oid language, which I followed with an engineering capstone project consisting of developing an NES on a prototyping board and learning 6502 Assembly code through literally recreating the chip itself from scratch. Unfortunately, by the time I was well-versed in vintage console development, it was the mid-2000s and game development had changed, so I derailed into another industry as a profession but kept up an interest in and gradual absorption of classic gaming tech.
If you're looking for raw tech info, there are a host of specialized sites and hacking communities out there such as nesdev.parodius.com or Sonic Retro which will get increasingly approachable the more you learn about programming and computer architecture in general.
So far as the differences between regions, most consoles have some form of lockout that isn't so much a tech difference as an after-the-fact active impediment, which is why many games will run on foreign consoles with the help of bypass tools and simple modifications. SNES in particular has physical design elements which prevent the insertion of foreign games, but can be bypassed with grinders or pliers (although a few games like Terranigma go a bit further and do a software check). Genesis has a couple electrical jumpers on the motherboard which cartridge code can check against bytes in the game header to determine whether it should run. Some Genesis models are easy to mod with a razorblade and soldering iron, I believe the Genesis 3 just agrees with whatever cart is put in it, and while I've failed at it myself, I've heard stories of success using Game Genie to spoof a cart's header bytes to match the console region. Nintendo reconfigured the connector pinout between NES and Famicom, removing a few pins for direct audio output from the cartridge and shuffling the remaining data pins. Cheap adapters will let you run NES games on a Famicom, and I think I caught wind at AGDQ that some NES boards still have pins to take a Fami cartridge socket, but I haven't actually checked this.
Either way, US and JP games are usually happy on the opposing system once you've tricked the lockout. EU games (PAL) have an additional snag in that the vast majority of vintage consoles don't time off the CPU clock but rather off the television-frame vsync signal. NTSC games expect a vblank every 1/60 second (but many only act on every other vblank, since each NTSC frame only carries half the scanlines).
PAL framerate is 25 full frames or 50 half-frames per second. This means that NTSC-originating games not retuned for PAL will appear to run slowly on PAL, or conversely, PAL-sourced games not retuned for NTSC will appear to run fast on NTSC. Worse still, as I can only assume is the case in Terranigma, if a PAL game fills every bit of the time between frames with CPU logic, then such a game if played on an NTSC frameclock would just frameskip to all heck, so it's probably for the best that some games have more explicit lockout.
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Do you play or stream any games yourself? And how did you acquire all that knowledge about games?
I don't actually run anything- I'm certain I could if I put in the time, but anything I'm decent at already has an epic-level run on the site, and putting in months practicing a game to perfection is lower on my priority list than screwing around with tech demos and indie game development or simply churning through my 50cm-tall queue of casual-play vintage RPGs. And really, my avatar speaks truth. I'm a Red Mage with a minor in Blue Mage. I specialize in doing/knowing a lot of things to a level where I can intermix them freely on the fly and pick up new talents easily rather than being perfect at any given task.
What I know (which is by no means complete; many times I've just gotten really good at piecing together a probable and convincing story between the readily verifiable facts) comes from years of overlap between personal and professional interest. Probably as early as elementary school I wanted to be a video game developer and spent a lot of time playing games. By middle school I was learning available starter-languages like LOGO and TI-83 Basic and dabbling in ROMhacking using off-the-shelf tools. By high school I'd greatly expanded my portfolio of programming languages and was fairly regularly trying to reproduce the mechanics of games I played and enjoyed, or else wanted but couldn't afford. And in undergrad I really lucked out and got to take a student-taught course on NES programming in a homebrew high-level Basic-oid language, which I followed with an engineering capstone project consisting of developing an NES on a prototyping board and learning 6502 Assembly code through literally recreating the chip itself from scratch. Unfortunately, by the time I was well-versed in vintage console development, it was the mid-2000s and game development had changed, so I derailed into another industry as a profession but kept up an interest in and gradual absorption of classic gaming tech.
If you're looking for raw tech info, there are a host of specialized sites and hacking communities out there such as nesdev.parodius.com or Sonic Retro which will get increasingly approachable the more you learn about programming and computer architecture in general.
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...since I've grown up in European boundaries, and since I'm clueless about the different versions and the technology behind it, I was wondering if you could clue me in what limits there are between EU, US and JP games and consoles.
So far as the differences between regions, most consoles have some form of lockout that isn't so much a tech difference as an after-the-fact active impediment, which is why many games will run on foreign consoles with the help of bypass tools and simple modifications. SNES in particular has physical design elements which prevent the insertion of foreign games, but can be bypassed with grinders or pliers (although a few games like Terranigma go a bit further and do a software check). Genesis has a couple electrical jumpers on the motherboard which cartridge code can check against bytes in the game header to determine whether it should run. Some Genesis models are easy to mod with a razorblade and soldering iron, I believe the Genesis 3 just agrees with whatever cart is put in it, and while I've failed at it myself, I've heard stories of success using Game Genie to spoof a cart's header bytes to match the console region. Nintendo reconfigured the connector pinout between NES and Famicom, removing a few pins for direct audio output from the cartridge and shuffling the remaining data pins. Cheap adapters will let you run NES games on a Famicom, and I think I caught wind at AGDQ that some NES boards still have pins to take a Fami cartridge socket, but I haven't actually checked this.
Either way, US and JP games are usually happy on the opposing system once you've tricked the lockout. EU games (PAL) have an additional snag in that the vast majority of vintage consoles don't time off the CPU clock but rather off the television-frame vsync signal. NTSC games expect a vblank every 1/60 second (but many only act on every other vblank, since each NTSC frame only carries half the scanlines).
Technically, as an aside, NTSC full-framerate is 29.someodd fps because it was originally 30fps for black and white TV but they needed extra signal time to fit the chroma data for color so they slowed it down a little but still within the analog tolerance of B&W TVs so existing TVs could still show a good image. Splitting the image into 2 half-frames at 60(-ish) likely had to do with the persistence time of early phosphor compounds and providing a cheap hack to allow more changes to the image per unit time. WHich means today we get to deal with shitty deinterlacing artifacts whenever we try to record TV-type video to digital 
PAL framerate is 25 full frames or 50 half-frames per second. This means that NTSC-originating games not retuned for PAL will appear to run slowly on PAL, or conversely, PAL-sourced games not retuned for NTSC will appear to run fast on NTSC. Worse still, as I can only assume is the case in Terranigma, if a PAL game fills every bit of the time between frames with CPU logic, then such a game if played on an NTSC frameclock would just frameskip to all heck, so it's probably for the best that some games have more explicit lockout.
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