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Messages - skaman

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1
Support / Re: Issues Dumping Chuck Rock (SMS)
« on: 05/Nov/2018 03:31:09 AM »
Try using FW v0.24a:  http://www.mediafire.com/file/uzij95yjx1kkmhr/Retrode-v0.24a.zip

Or FW v0.24b:  http://www.mediafire.com/file/9u4jb0bnfb7o843/Retrode-v0.24b.zip

If the cart is not detecting as SMS, then modify the .CFG file to "[forceSystem] sms".

If the cart is not detecting the proper size, then modify the .CFG file to "[forceSize] 4".

You need to forceSystem before forceSize will work.

EDIT:  I was running v0.25a and my SMS cart wasn't detecting.  I thought it might be the code changes but I was wrong.  The v0.25a works ok.  My test SMS cart and plugin needed to be reseated a few times and it works.

2
General Discussion / Re: SEGA SMS/GG Firmware (FW v0.24)
« on: 10/Sep/2018 12:38:57 AM »
Ok.  I got the problem SG-1000 carts dumping with the Mark III plugin.  I created a forceSystem setting "sg" for these SG carts.  These carts need a specific configuration to read out properly.  I still need to decide whether to implement forceSize or simply dump 0x10000 (65536) bytes when using the SG setting.

I've merged the code into the current BETA v0.26 firmware.   I'll be doing some testing before I send it out to the test group.

EDIT:  Implemented the forceSize setting for the "sg" forceSystem.  forceSize uses KB size.  Looking at the No-Intro SG-1000 set, valid sizes are 8/16/24/32/40/48 KB.  Defaults to 64KB.

3
General Discussion / Re: SEGA SMS/GG Firmware (FW v0.24)
« on: 09/Sep/2018 06:32:37 AM »
FYI, Peter byemu (famulator)'s "Lithium"/"Tengu" MD dumper seems to be electrically compatible with skaman's Retrode2 Mark III plugin. Using that combination, I was able to dump five problematic SG-1000 cartridges (Orguss, Star Jacker, Girl's Garden, Flicky, and Congo Bongo.) I'm not yet sure why the Retrode2 only sees 0xFF for these, but at least there does exist a Mass Storage-compatible dumper that can read them. Note that the dumps will need to be deinterleaved (discard all even byte locations, they all read as 0xFF) and truncated (these old games are headerless, they all seem to work with final length 32768 bytes.)

I picked up copies of Girl's Garden, Flicky (Rev 1), and Congo Bongo (Rev 1).  Like bsittler stated, the Retrode with Mark III plugin will not read out these SG-1000 carts.  I used sanni's MD cart reader with the Mark III plugin to read the carts out.  The dumped files need to be split between even and odd bytes.  The odd bytes will contain the ROM data.

I'll try to figure out what is going on with these SG-1000 carts on the Retrode but no promises...

4
General Discussion / Re: N64 Save Support (FW v0.23)
« on: 04/Sep/2018 06:14:32 PM »
The Retrode website hasn't been updated in years.  I don't have the ability to make changes to it.

The firmware updates are cumulative.  If your Retrode shipped with v0.25a beta then you should update to the v0.25a final here:  http://www.mediafire.com/file/i2a1q7dft3f4135/Retrode-v0.25a.zip

5
General Discussion / Re: Firmware history and/or official site?
« on: 04/Sep/2018 06:01:11 PM »
All of my firmware releases will be posted only on the forum.  I don't have the ability to update the Retrode website.

v0.20 beta and v0.21 beta were releases by Wannado.  The files are most likely posted somewhere on the forum.

Code: [Select]
v0.21 beta (2017-01-21)
- Changes by Wannado:
-- Another attempt to get MD SRAM size detection right.
   This includes changing the hard-coded parameters for
   "Sonic 3 & Knuckles" (to 512 bytes, lower byte mode).
   For other games, if the SRAM parameters do not meet
   the conditions that the firmware's code relies on, then
   no SRAM file will be created.
-- To select the format of the MD SRAM file, the following
   values are now allowed for [segaSram16bit]:
   0 = 8 bits per word address if that's useful according
       to the game's header/SRAM mode; 16 bits otherwise.
       (Changed to take the SRAM mode into account.)
   1 = Always 16 bits per word address.
   2 = Always 16 bits, file bloated to 64 kiB. (New.)
   Note: This setting does not override the detected SRAM
   size or mode. It only causes the SRAM file to be padded
   as necessary for the selected format.
-- Slightly changed MD ROM size detection, hopefully
   improving it: Previously, if the game's header indicated
   64 Mbits, the value was rejected, and 32 Mbits was used
   instead. Now 64 Mbits is accepted, too.
-- Two more games are now recognized by their header
   checksums to prevent overdumping:
   SNES: 9F27: ALL_STARS + WORLD (US)
   MD:   95C9: Zero Wing (EU, at least)
-- Minor internal changes that should not affect behavior.

v0.20 beta (2016-09-09)
- This release is provided in two variants:
  "...-v0.20-beta.hex" was built as usual.
  "...-v0.20-beta-log.hex" has the logfile enabled. This
  is intended for analysis of particular issues only, as
  it degrades performance and might cause timing issues.
- Changes by Wannado:
-- Raised the maximum forceable size for SMS and GG games
   to 8 Mbits (overdump level 4 or [forceSize] 8).
-- Added support for GB SRAM sizes 64 kiB and 128 kiB.
   This will hopefully enable access to GB Camera saves.
-- Removed arbitrary limit that prevented writing SRAM
   beyond 32 kiB.
-- Attempt to fix suspected bug in MD SRAM size detection.

6
General Discussion / Re: Virtual Boy SRAM Support (FW v0.25)
« on: 18/Aug/2018 07:18:32 AM »
Pat1986 found a bug in FW v0.24a that broke support for Sega Genesis/Megadrive Sonic 3 & Knuckles.  The bug was related to the code changes that enabled reading Super Street Fighter 2.  I've fixed the bug and now both Sonic 3 & Knuckles and Super Street Fighter 2 work.

I've released a new firmware FW v0.25a with the fix:  http://www.mediafire.com/file/i2a1q7dft3f4135/Retrode-v0.25a.zip

7
General Discussion / Re: SEGA SMS/GG Firmware (FW v0.24)
« on: 18/Aug/2018 05:46:51 AM »
Pat1986 found a bug in FW v0.24a that broke support for Sega Genesis/Megadrive Sonic 3 & Knuckles.  The bug was related to the code changes that enabled reading Super Street Fighter 2.  I've fixed the bug and now both Sonic 3 & Knuckles and Super Street Fighter 2 work.

I've released a new firmware FW v0.24b with the fix:  http://www.mediafire.com/file/9u4jb0bnfb7o843/Retrode-v0.24b.zip

8
Identified the setting that is messing up Sonic 3 & Knuckles.  An instruction was added to enable reading of SSF2.

I'll have to add some code to make sure both carts work with the same firmware.

EDIT:  Fixed.  Both Sonic 3 & Knuckles and SSF2 now work on the same firmware.  I'll compile a new v0.24 version with the fix and also merge the fix into the later firmwares.

9
General Discussion / Re: N64 Save Support (FW v0.23)
« on: 18/Aug/2018 12:53:48 AM »
Tested a Memory Pak and it reads out properly.  I compared the Mempak1.mpk dump against a dump using a different reader and the files matched.  I tested from the v0.18d (first firmware with memory pak support) up to v0.25.

Before attempting to read the memory pak, make sure your Config file [sramReadonly] or [saveReadonly] is set to 1.  Wannado mentions dumping your memory pak at least a couple times to confirm the contents before making any changes.

Refer to Wannado's Guide:  http://forum.retrode.org/index.php?topic=196.0

10
Yes, I tested Sonic 3 & Knuckles and it is broken in v0.24a.  The upper addresses are not completely dumped.

If you need to dump Sonic 3 & Knuckles, then use a firmware up to v0.24.

I'll look for a fix.

11
General Discussion / Re: N64 Save Support (FW v0.23)
« on: 15/Aug/2018 08:43:54 PM »
Diagonal resistor was on the older board revision.  V0.4 PCB places them vertically.

12
General Discussion / Re: N64 Save Support (FW v0.23)
« on: 11/Aug/2018 05:53:46 PM »
On another note, is there anything additional required to get Mempaks working in project 64, i.e. do they need converted or anything like .fla files? I soldered an N64 extension cord to the new N64 plugin and it picks up the Mempak from the controller. However when I test it using TWINE it says the pak is corrupted and forces a reset

Did you add the 220R resistors to the board?  Another poster was asking about connecting a controller to the plugin and I was reminded about the resistors.  They're 1/4W resistors soldered in vertically on the v0.4 PCB.

13
Support / Re: Connecting official N64 controllers to Retrode 2
« on: 10/Aug/2018 09:23:36 PM »
You can get an N64 controller extension cable and cut it.  Solder the wires to the plugin PCB.  You'll need to also solder 220R resistors onto the board.

More details here: 
http://forum.retrode.org/index.php/topic,375.0.html
http://forum.retrode.org/index.php/topic,386.0.html

14
General Discussion / Re: N64 Save Support (FW v0.23)
« on: 09/Aug/2018 09:32:02 AM »
Ok.  I picked up another copy of Pokemon Snap (U) with the 29L1100.  I initially could not get the save read properly.  I cleaned the pins and retested the cart.  The initial save data showed areas with incorrect (address) data.  I removed the cart from the plugin, reinserted it, and then tested the read.  After a few times of reinserting the cart, the save data showed up complete and intact.  My second copy of Pokemon Snap now reads out completely.

My suggestion to anyone experiencing save data corruption is to clean the cart pins first.  If the data is still corrupt, then remove the cart and reinsert it into the plugin.  The cart pins are most likely oxidized and may need multiple insertions to get through the oxidation.

15
General Discussion / Re: DIY SMS/Game Gear Plug-in?
« on: 02/Aug/2018 09:21:03 PM »
The only additional wiring needed would be if you wanted to read Codemasters carts.

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