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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Sun Oct 03, 2010 1:49 am Post subject: Sega Master System roms on Super Magic Drive |
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Does anyone have a list of which games are compatible? I read this in an SMD FAQ:
The banking scheme is not fully compatible with the type of memory mapping
used in some SMS and GG games in the following ways:
- ROM bank #1 is not present
- ROM bank #2 is not present
- Battery backed RAM pages cannot be mapped into ROM bank #3.
- ROM bank #3 will be set incorrectly if any address within $E000-FFFF
is written to.
I've converted a few to SMD format, but the games I've tried don't seem to work. Here's an example:
Super Com Pro/Super Magic Drive/SMD
000081f0 54 4d 52 20 53 45 47 41 00 00 ed b2 09 51 00 4f TMR SEGA.....Q.O
Sega Master System(II/III)/Game Gear (Handheld)
U.S.A. & Europe
131072 Bytes (1.0000 Mb)
Padded: Maybe, 2191 Bytes (0.0167 Mb)
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Part number: 0x5109
Version: 0
Checksum: Ok, 0xb2ed (calculated) == 0xb2ed (internal)
Search checksum (CRC32): 0xd8c4165b
Data checksum (CRC32): 0xce8a948f
Any info would be appreciated. _________________ www.videogameobsession.com |
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madman
Joined: 07 Jul 2006 Posts: 598
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Posted: Mon Oct 04, 2010 9:13 pm Post subject: |
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What'd you use for the conversion? |
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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Mon Oct 04, 2010 10:38 pm Post subject: |
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madman wrote: | What'd you use for the conversion? |
uCON64 2.0.0 Win32 ver.
I'm starting to wonder if my SMD800 memory is flaky or even the floppy drive.
A few games, when loaded, booted up to a red screen. I thought it was the rom, but I tried copying from an original cart to a floppy and it still gave me a red screen. When the games do load they work fine though so idk. I have to do more testing with it.
I mostly wanted to try Sonic 1 MegaMix v3 on the real hardware.
I converted it to SMD format, then fixed the checksum:
SONICMV3
Super Com Pro/Super Magic Drive/SMD
00000300 53 45 47 41 20 4d 45 47 41 20 44 52 49 56 45 20 SEGA MEGA DRIVE
00000310 28 43 29 53 45 47 41 20 31 39 39 31 2e 41 50 52 (C)SEGA 1991.APR
00000320 53 6f 6e 69 63 20 31 20 4d 65 67 61 6d 69 78 20 Sonic 1 Megamix
00000330 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
00000340 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
00000350 53 6f 6e 69 63 20 31 20 4d 65 67 61 6d 69 78 20 Sonic 1 Megamix
00000360 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
00000370 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
00000380 47 4d 20 30 30 30 30 31 30 30 39 2d 30 30 69 05 GM 00001009-00i.
00000390 4a 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 J
000003a0 00 00 00 00 00 13 94 97 00 ff 00 00 00 ff ff ff ................
000003b0 52 41 f0 20 00 20 00 00 00 20 3f ff 20 20 20 20 RA. . ... ?.
000003c0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
000003d0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
000003e0 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
000003f0 4a 55 45 20 20 20 20 20 20 20 20 20 20 20 20 20 JUE
Genesis/Sega Mega Drive/Sega CD/32X/Nomad
Sonic 1 Megamix
Sega
Japan, U.S.A., Europe
1277952 Bytes (9.7500 Mb)
Padded: Maybe, 1589 Bytes (0.0121 Mb)
Intro/Trainer: Maybe, 98304 Bytes
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Japanese game name: Sonic 1 Megamix
Date: 1991.APR
Internal size: 9.7902 Mb
ROM start: 00000000
ROM end: 00139497
Cartridge RAM: Yes, 16 kBytes (backup)
RAM start: 00200000
RAM end: 00203fff
Product type: Game
I/O device(s): 3 Button Pad
Modem data:
Memo:
Product code: 00001009
Version: 1.00
Checksum: Ok, 0x6905 (calculated) == 0x6905 (internal)
Search checksum (CRC32): 0xdd465d55
Data checksum (CRC32): 0xcf12e498 _________________ www.videogameobsession.com |
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madman
Joined: 07 Jul 2006 Posts: 598
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Posted: Mon Oct 04, 2010 11:53 pm Post subject: |
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I can't recall how I converted ROMs...I've only played the SMS games on my MD+, never my SMD. Do you get issues when loading from LPT port or just off floppy? If you backup a cart to RAM, does it always play properly? That might narrow down the issues to either memory or FDD. |
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kyuusaku
Joined: 26 Jul 2003 Posts: 941 Location: .ma.us
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Posted: Tue Oct 05, 2010 7:36 pm Post subject: |
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Lots of games crash after loading... Did you try resetting? I remember most of the SMS catalog being playable, the exception being games with WRAM like Phantasy Star. |
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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Tue Oct 05, 2010 8:18 pm Post subject: |
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madman wrote: | I can't recall how I converted ROMs...I've only played the SMS games on my MD+, never my SMD. Do you get issues when loading from LPT port or just off floppy? If you backup a cart to RAM, does it always play properly? That might narrow down the issues to either memory or FDD. |
I am only trying from floppies for now (new floppies formatted to 1.6).
I am using a goodset of SMS roms that I convert to SMD using ucon.
I had some issues with other games, but I believe it was because I had lowercase letters in the rom name. so for now I have named them to SHINOBI, DOUBLEDR, etc.. No extension either.
Here's the thing, when I load them, the counter starts at 90 and goes down to 70, then says LOADERRO.
Probably a stupid question to ask now, but I don't need the Sega Power Base Converter to be connected between the Gen and SMD800, right? _________________ www.videogameobsession.com |
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kyuusaku
Joined: 26 Jul 2003 Posts: 941 Location: .ma.us
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Posted: Tue Oct 05, 2010 8:40 pm Post subject: |
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I don't think your files are converted properly.
And no you don't need the PBC, it wouldn't even fit together. |
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madman
Joined: 07 Jul 2006 Posts: 598
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Posted: Tue Oct 05, 2010 10:59 pm Post subject: |
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Try using the GG2MD utility. Also, I'm not sure if ucon expects a .bin (headerless) file for the SMS files or if it's expecting something with some sort of emu header. As I recall, you do need to reset the Genesis after the SMS games load.
As kyuusaku pointed out, it appears your files are not converted properly if the loading craps out like that. |
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RGB_Gamer
Joined: 01 Oct 2007 Posts: 879
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Posted: Tue Oct 05, 2010 11:31 pm Post subject: |
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We should start a list of SMS games that work with the Super Magic Drive. I have a Super Magic Drive and Super Magic Drive plus, so I volunteer to test both. |
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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Wed Oct 06, 2010 12:18 am Post subject: |
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kyuusaku wrote: | I don't think your files are converted properly.
And no you don't need the PBC, it wouldn't even fit together. |
I started with roms from the 20080210 NoIntro set and converted to SMD using Ucon64 2.0.0 (win32). They were originally in Multi Game Doctor (2)/Multi Game Hunter/MGH format.
I'll post a couple examples.
Please let me know if you see anything wrong with these.
Choplifter (converted to SMD)
ROM NAME: CHOPLFTR
Super Com Pro/Super Magic Drive/SMD
000081f0 54 4d 52 20 53 45 47 41 ff ff 14 32 51 50 00 4f TMR SEGA...2QP.O
Sega Master System(II/III)/Game Gear (Handheld)
U.S.A. & Europe
131072 Bytes (1.0000 Mb)
Padded: Maybe, 176 Bytes (0.0013 Mb)
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Part number: 0x5051
Version: 0
Checksum: Ok, 0x3214 (calculated) == 0x3214 (internal)
Search checksum (CRC32): 0x4a21c15f
Data checksum (CRC32): 0x25be84a1
ROM NAME: SHINOBI
Super Com Pro/Super Magic Drive/SMD
000081f0 54 4d 52 20 53 45 47 41 ff ff 4d d2 09 70 01 40 TMR SEGA..M..p.@
Sega Master System(II/III)/Game Gear (Handheld)
U.S.A. & Europe
262144 Bytes (2.0000 Mb)
Padded: Maybe, 1539 Bytes (0.0117 Mb)
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Part number: 0x7009
Version: 1
Checksum: Ok, 0xd24d (calculated) == 0xd24d (internal)
Search checksum (CRC32): 0x0c6fac4e
Data checksum (CRC32): 0xf266c671
ROM NAME: DDRAGON
Super Com Pro/Super Magic Drive/SMD
000081f0 54 4d 52 20 53 45 47 41 ff ff c6 5c 12 70 00 4f TMR SEGA...\.p.O
Sega Master System(II/III)/Game Gear (Handheld)
U.S.A. & Europe
262144 Bytes (2.0000 Mb)
Padded: No
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Part number: 0x7012
Version: 0
Checksum: Ok, 0x5cc6 (calculated) == 0x5cc6 (internal)
Search checksum (CRC32): 0xa55d89f3
Data checksum (CRC32): 0xfc436762
ROM NAME: HANGONSH
Super Com Pro/Super Magic Drive/SMD
000081f0 54 4d 52 20 53 45 47 41 00 00 ce ee 01 60 00 4f TMR SEGA.....`.O
Sega Master System(II/III)/Game Gear (Handheld)
U.S.A. & Europe
131072 Bytes (1.0000 Mb)
Padded: Maybe, 19776 Bytes (0.1509 Mb)
Interleaved/Swapped: Yes
Backup unit/emulator header: Yes, 512 Bytes
Part number: 0x6001
Version: 0
Checksum: Ok, 0xeece (calculated) == 0xeece (internal)
Search checksum (CRC32): 0xe167a561
Data checksum (CRC32): 0xdb6a60d9
Also, if anyone has a verified working (on SMD800) SMS rom (even a demo or pd) that they could post somewhere I'd like to try it on my setup. _________________ www.videogameobsession.com |
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kyuusaku
Joined: 26 Jul 2003 Posts: 941 Location: .ma.us
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Posted: Wed Oct 06, 2010 1:36 am Post subject: |
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uCON64 is displaying the INTERNAL SEGA header, the problem is in the SMD header. |
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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Wed Oct 06, 2010 2:09 am Post subject: |
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kyuusaku wrote: | uCON64 is displaying the INTERNAL SEGA header, the problem is in the SMD header. |
So can uCON64 not create the correct header when converting SMS to SMD? Or is there a different switch I should be using? I'm using the uCON64 FE by the way.
Madman: I thought GG2MD was to convert GG roms to SMD format. Wouldn't that mess with the color pallet on many SMS games? _________________ www.videogameobsession.com |
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madman
Joined: 07 Jul 2006 Posts: 598
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Posted: Wed Oct 06, 2010 3:30 am Post subject: |
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No. GG games show up on a TV w/bad colors because of the difference between the GG LCD and a real TV. The converter doesn't do anything to the colors, it just adds a proper SMD header to the files. I've never liked uCon for file conversion and I suspect it is adding a bum header to your files. Is the 2nd byte of the file 0x01? |
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NorQue
Joined: 08 Jul 2006 Posts: 63
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Posted: Wed Oct 06, 2010 1:43 pm Post subject: |
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As far as I remember neither Ucon64 nor GG2SMD generated proper headers for SMS games back when I messed around with my MD+ and SMS ROM Images years ago (could be wrong, though...). Here's what Charles McDonald's file format information says about the header:
Code: | 2.) Z80 program files
---------------------
The SMD can accept Z80 programs, which are executed by the machine
in the Mark-III compatability mode. For some reason, these files only
work when loaded via floppy, as opposed to the parallel port. This
could be a limitation of the SMD's firmware or an issue with the
transfer utility, which may only expect to send 68000 programs.
The files consist of a 512-byte header, and then the raw Z80 program data.
Header format:
Byte 00h : Size of file in 16K blocks.
Byte 01h : 02h
The remainder of the header should be set to zero. | I think I remember always adding AABB06h at offset 08h like in a proper SMD header. Really, a lot of games work, out of the top of my head it was mainly Phantasy Star and Ultima IV that bothered me most for not working. |
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SpooNMan
Joined: 31 Oct 2007 Posts: 89
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Posted: Wed Oct 06, 2010 10:00 pm Post subject: |
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madman wrote: | Try using the GG2MD utility. Also, I'm not sure if ucon expects a .bin (headerless) file for the SMS files or if it's expecting something with some sort of emu header. As I recall, you do need to reset the Genesis after the SMS games load.
As kyuusaku pointed out, it appears your files are not converted properly if the loading craps out like that. |
GG2MD does seem to work. I tested
Shinobi, Alex Kidd In Shinobi World, and ALF so far.
Shinobi needed to be reset before there was any sound
and the other two showed a blank green screen before resetting, but they all work fine once reset.
Only downside to playing SMS games like this is the lack of a pause button.
Also, I tried converting the BIOS files with GGMD and it just gives an error about the filesize so I guess those won't be possible. No biggie.
I'll update when I try more games. _________________ www.videogameobsession.com |
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