Recent Posts

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Support / Re: Game Gear Roms Not Detecting Correct Size
« Last post by KingMike on 23/Dec/2017 07:57:03 AM »
The problem was fixed long ago, but from what I recall reading on SMS Power, games above 256KB (at least for SMS, but perhaps the practice carried over to GG dev since it was a similar console) didn't state a larger size as the BIOS would take longer to verify the cart. I'm guessing the point in the BIOS checking the cart was to check if it was inserted and working and checking only 256KB was perhaps considered enough to get the point.
General Discussion / Re: Need a bit of help making a Mark III adapter
« Last post by skaman on 23/Dec/2017 05:43:14 AM »
If anyone is interested in a Mark III Plug-in, I have some extra PCBs and I can also assemble a small number with cart connector (NO SHELL).

Contact me by PM.
Support / Re: StarFlight (Sega Genesis) missing RAM file. ROM file ok.
« Last post by bluegrassjedi on 16/Dec/2017 11:56:11 PM »

Setup= Retrode2 + .024b BETA FW
Game= Starflight (Genesis)

The new Retrode2 .24b BETA FW solved the problem.
I can now see the RAM and ROM file for starflight.
I was able to load it in my emulator as well. :)
EPIC Thank you and Kudos to skaman!!

General Discussion / Re: Trouble Updating to v23
« Last post by newbie2 on 13/Dec/2017 02:56:54 AM »
All credit goes to Skaman for actually updating the firmware, without that all the instructions in the world would be useless.
General Discussion / Re: N64 Save Support (FW v0.23)
« Last post by skaman on 10/Dec/2017 08:54:27 AM »
I made a prototype Virtual Boy plugin PCB.  I'm waiting for it to arrive from the PCB fab.  If I can get it working then I'll post the details.  I already have a copy of Red Alarm waiting to be tested.

My prototype VB plugin has an error that I had to fix with a couple jumpers.

I only have a couple test carts but they both read out properly now.  I modified the code to correct the handling of Red Alarm.  It was underdumping due to the code misidentifying the data used to check the ROM size.  Using the HWB button to adjust the size would have produced the proper ROM.

My prototype includes the RAM pins so I'm hoping to figure out how to read out the save game from Wario Land.
General Discussion / Re: SEGA SMS/GG Firmware (BETA)
« Last post by skaman on 10/Dec/2017 04:06:48 AM »
For Codemasters cart support, you need to:

1) Connect the CLOCK pin on each slot to the plugin edge pin B9.  For Game Gear, CLOCK is pin 40 and for Master System, CLOCK is pin 47.

2) Master System requires an additional connection for the /MREQ pin 3 to /CE pin 13.

3) Run BETA firmware v0.24b or higher.

Here are a couple pictures of the modified plugin:

General Discussion / SEGA SMS/GG Firmware (FW v0.24)
« Last post by skaman on 10/Dec/2017 03:41:40 AM »
Announcing the public release of the Sega SMS/GG Firmware v0.24.  This firmware adds the ability to read and write SMS and GG saves (SRAM and EEPROM).  I added improved SMS/GG cart recognition including proper Codemasters cart support.  The SMS/GG Plugin needs to be modified for the Codemasters carts to work.

I've included a couple changes for Genesis/Megadrive carts:  I added SRAM identification for carts that are missing the SRAM header data; and I fixed the large SRAM problem that affected Phantasy Star IV and other carts.

As part of the development, I made a working prototype Mark III Plugin.  The plugin allows you to read Japanese Mark III carts and Sega Card/My Cards with a Card Catcher (see,368.msg2711.html#msg2711).

UPDATE (v0.24a):  I found a bug in FW v0.24 relating to the Nintendo Power carts.  The multi-game NP carts no longer cycle properly using the HWB button.  I've disabled the display of the Flash Map files since the bug causes the Retrode to hang.  If you want to see the NP Flash Map files, then use FW v0.22, v0.23 or v0.23a.

I decided to include a couple new features in the firmware update.  I added the SSF2 mapper code to read Super Street Fighter 2 for the Sega Genesis/Mega Drive.  I've also included XBAND modem support for both Genesis and SNES/SFC units.

To read the XBAND ROM and SRAM, the switch on the unit must be in the bottom position.  A cart does NOT need to be attached to read out the XBAND unit.  If anyone dumps an XBAND unit that still contains valid SRAM data, then I'd love to get a copy of the dump.

Here's a summary:
Code: [Select]
v0.24a (2018-05-12)
- Changes by skaman:
-- SEGA SMS and GG Fixes!
   USE FW v0.22, v0.23, OR v0.23a TO SEE THE FLASH MAP FILES.
-- Added Sega Genesis/Megadrive Super Street Fighter 2
   detection and mapping.
-- Added Sega XBAND Modem detection and SRAM save support.
-- Added SNES XBAND Modem detection and SRAM save support.
   NOTE:  To read the XBAND ROM and SRAM, the switch on the
   unit must be in the bottom position.  A cart does NOT
   need to be attached to read the XBAND ROM and SRAM.

v0.24 (2018-03-14)
- Changes by skaman:
-- SEGA SMS and GG Saves!
-- Fixed SMS SRAM read support.
-- Added SMS SRAM write support.
-- SMS SRAM carts should be identified by Product Code
   and display the .SAV file.  The .SAV file can be read
   and written.
-- Corrected the ROM size identification for Mega,
   Two-Mega, and Four-Mega carts.
-- Fixed Product Code identification.
-- Fixed identification of SMS Monopoly (U) to output
   the proper ROM and SRAM save file.
-- Fixed identification of SMS Wonder Boy in Monster
   World (EK) and SMS New Zealand Story (E) to output the
   proper ROM file.
-- Added code to improve handing carts with bad headers.
   A small number of games will still require using the
   [forceSystem] setting in the Config file due to
   missing ASCII text at the start of the header.
-- Added identification of SMS Ys (J) save file.
-- Added identification of SMS Haja no Fuuin (J) save file.
-- Added GG SRAM save support.
-- GG SRAM carts should be identified by Product Code
   and display the .SAV file.  The .SAV file can be read
   and written.
-- Added GG EEPROM save support.
-- GG EEPROM carts should be identified by Product Code
   and display the .SAV file.  The .SAV file can be read
   and written.
-- Corrected GG Nomo's World Series Baseball from EEPROM
   to SRAM.  The cart uses the BR6265 SRAM chip with
-- Removed GG Pro Yakyuu GG League '94 from EEPROM list.
-- Added identification of GG Pro Yakyuu '91 (J).
-- Fixed GG ROM size "0" identification.  ROM size "0"
   is 256KB, however, carts may be 256KB, 512KB, or 1MB.
-- Fixed SMS Codemasters cart detection.
-- Added GG Codemasters cart support.
-- WARNING:  Codemasters carts require modification of the
   SMS/GG Plugin.  The CLOCK connection must be made from
   both slots to the plugin edge (pin B9).  In addition,
   SMS Codemasters carts require the /MREQ pin to be
   connected to the /CE pin.
-- Moved SMS/GG cart detection ahead of NGP cart detection.
   Some SMS carts were incorrectly detected as NGP.
-- Changed the SMS/GG SRAM save extension to ".SAV".
   This appears to be the extension expected by most
   SEGA emulators.
-- Added identification of Genesis/Megadrive carts with
   missing SRAM save data in the header.
-- Fixed Genesis/Megadrive SRAM code.  Fixes Phantasy
   Star IV and other large SRAM (16KB or larger) saves.

The v0.24 firmware is available here:

The updated v0.24a firmware is available here:
General Discussion / Re: N64 Save Support (FW v0.23)
« Last post by skaman on 10/Dec/2017 12:50:20 AM »
I found a cart that isn't handled properly with the final N64 firmware.

Command & Conquer (all variants) will show as 20MB when it is actually 32MB.  This is because the ROM is padded with a large block of 00s at the end.  The firmware assumes that the 00s are garbage and truncates the ROM.

To display the full Command & Conquer ROM, use the HWB button to switch the size to 32MB.

I think I will hardcode the size for the C&C carts into the next firmware release.
Support / Re: Cannot grab sram from Game Boy Camera
« Last post by sirmirkr on 09/Dec/2017 05:43:19 PM »
This doesn't help troubleshoot the Retrode, but I was able to get the SRAM off my GB Camera by using a Joey-JoeBags by BennVenn.

Unrelated: For getting GBA saves, I used a DS Lite or Original DS with an R4 flashcard and the savemanager homebrew. Rudolph's GBABackup homebrew was able to get both the save and ROM of Mario and Luigi SuperStar Saga, something that the Retrode couldn't do.
General Discussion / Re: Need a bit of help making a Mark III adapter
« Last post by skaman on 08/Dec/2017 05:45:33 AM »
I'm glad it works for you!

How does the SG-1000/SC-3000 data look if you set forceSystem to sms?

GenericRomInSegaSlot will have the data in alternating bytes.  The data should be contiguous in sms mode.

Do the SG-1000/SC-3000 carts have headers?

I'll have to read up on the SG-1000/SC-3000 carts.

Another item for the growing to-do list.
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