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Messages - KingMike

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Zero Wing (JP): $D07D (big-endian) (internal header)
CRC32: 7E203D2B
MD5: 9647D8EC9183F3EC9F944D5EA49A99A9
SHA-1: FAD499E21AC55A3B8513110DC1F6E3F6CDECA8DD

It seems to default to detecting it as a 2600 game. :P

  • If a single game fills the whole cartridge (4 MiB / 32 Megabits), this greatly increases the chance that Retrode can read it.
FE5 is a 32 megabit game.

After finding my Nintendo Power cart of the same game and trying to dump it... fail. :(

From what I've seen of non-power-of-2 sized ROMs, the last half of the ROM has been filled with repeats of the remainder above the last full power of 2.
(for example, a 20-megabit ROM like SMAS would contain the first 16 megabits, and then the last 4 megabits would be repeated to pad it up to 32 megabits.)

Not sure if that's a pattern that can be easily detected.

So, there is an option for per-game fixes based on game name?
I wonder if that can be done for a different game I have noted an error on: Zero Wing for Mega Drive. (the size in the header is wrong, seems to be in both J and E versions. Says 4 megabit and it should be 8. I see it's not in the FAQ on the main site.)

Support / Re: My hashes don't match No-Intro. Is that normal?
« on: 24/Aug/2016 03:03:00 AM »
There is also the issue of byte-order with N64 ROMs.
From what I understand, people have been arguing for a long time over what the correct byte order is in N64 ROMs.

(like if you open an N64 ROM in a hex editor, there should be at least a game title in ASCII. IIRC, No-Intro uses the byte-order that creates a jumbled title (like instead of SUPER MARIO 64, USEP RAMIR O46, or whatever)

I haven't looked it up, does Retrode support Phantasy Star IV correctly in the first place?

As I have read, PS4 uses a mapper where the first 2MB of ROM is always mapped in, and then the last 2MB of Genesis cartridge space can map in either of the last 1MB ROM or the SRAM. (and I heard that at one point the game does a copy-protection check by mapping in ROM and attempting to write to it)

It doesn't sound like Retrode is able to detect GBA ROM sizes very well. Have you confirmed it is dumping the right size?
I know with Genesis and SNES you can edit the config file to force the right size (manually entering the ROM size, if you know it). Can you do it with GBA as well?

Support / Re: SNES ROM images and SMC header
« on: 27/Dec/2015 07:18:33 AM »
Indeed. To get that working you'd have to:
1. dump ROM.
2. add header to COPY of dumped ROM.
3. patch the COPY.
4. delete the header of the COPY.
5. Use LunarIPS or whatever to make a new patch between the patched ROM and the original. Then use that patch to play your game.

Support / Re: Save files dumped with Retrode 2 doesn't work
« on: 27/Dec/2015 07:13:47 AM »
Test game sounds like Final Fantasy Adventure (/Seiken Densetsu/Mystic Quest).

I think MBC2 also has a write-lock function?
I know in emulators, saving in Aretha I (Japanese-only RPG) seems to only work in BGB, and only if RAM lock emulation is enabled in the accuracy settings. Otherwise when trying to load a savefile causes terrible game-breaking corruption (I think in some emus, even saving the game causes the corruption to happen instantly).

Support / Retrodode functions as Joy2Key on Win8
« on: 11/Oct/2014 04:19:16 PM »
Right now it's only a semantic problem, but I noticed on emulators like bsnes and SNES9x, on Win7 it would detect the buttons on my SNES controller as controller buttons (ie. Select is "(J0) Button 7" or something).
But on my Windows 8 PC, it effectively functions as a Joy2Key (ie. pushing Select maps as Spacebar).
The buttons seem to still function correctly but I just wonder if I could at some point hit a problem using a real keyboard has, like you can't press many keys at once, or unwanted activation of Windows Disability functions (like Sticky Keys).
The other difference is that I notice is this PC has the "SS USB" ports. Don't know if that matters.

Street Fighter II or Super Street Fighter II?
I'm not sure if SSFII is supported by Retrode but I believe it must use a different mapper as the game is 40 megabit (as the EU box is so proud to tell us :D ) while the standard Genesis mapper supports up to 32.

Support / Re: Mega Man X2
« on: 09/Aug/2014 09:11:20 PM »
From what others have told me X3 works but X2 doesn't. Reportedly that is because Cx4 requires one ROM to boot the game but the other is initially disabled. X2 is two ROMs (8mbit + 4mbit) so it doesn't work but X3 is one ROM (16mbit) so it does.

Support / Re: A few Genesis games not reading
« on: 03/Jul/2014 04:55:07 AM »
I don't know what's going on with Batman or Sorcerer but I see the problem with Zero Wing is that the game has a bad header. It says 4mb but according to Internet dumps it should be 8mb.
(Batman, I think Matthias must've pointed it out in the email but it looks like D7 is constantly 0. Not sure why the game doesn't break on console, though.)
Indeed Zero Wing does have a wrong header. Forcing the system to mdrv and size to 8 fixes it.
My copy of FireShark (USA) dumps with a bad checksum but seems to only differ from the Internet dump by a single block of ~$70 bytes (address $D886-D8EB all zeroed, if anybody wants to actually play the game and figure out what it does). I wonder if it could possibly be a revision, as that seems to be an awful small and specific set of data to just be a dumping error.

I have several other games with checksum errors but seem to all match scene dump hashes, so maybe that's normal then.

Support / Re: Odd video issues on Master system games
« on: 07/Mar/2014 06:28:36 PM »
I do not have a Master System or games to verify myself but I have read that some SMS games (particularly larger games) will have a smaller size reported in the header to reduce the time it takes for the original BIOS to verify the cart.

Support / Game Boy dumps
« on: 06/Mar/2014 07:14:17 PM »
Would I be correct in guessing the Retrode Game Boy adapter does not properly support MBC2 games: it can read the ROM just fine, but it does not detect the SRAM (because the SRAM is built into the mapper and so games will report no SRAM in the header). These are cart type 06 in the header.

Dumped about half my collection and I know these are MBC2 games:
Aretha I (though I know Aretha II is also affected)
Dragon Slayer Gaiden
Final Fantasy Adventure
Final Fantasy Legend 1
Kid Icarus of Myths and Monsters
Momotarou Densetsu Gaiden
Ninja Taro
Rolan's Curse 2
Tenchi wo Kurau

I know the MBC2 is set up to have 256 bytes of SRAM, but it is split using half a byte of A000-A1FF, and I'm not completely sure what Aretha does but I think it expects to read some garbage in the unused half of those bytes because as I recall it requires "RAM locking" to be turned on in bgb or the game will puke over itself when attempting to save. (though I suppose this will be harder to get support for, being that only a Japanese-exclusive RPG is affected)

Momotarou Collection 2 also won't dump correctly but I'm guessing the retrode doesn't like the few official multicart games as emulators don't seem to have good support for them either?

EDIT: Added a few more affected games.

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