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PostPosted: Sat Sep 23, 2017 3:19 pm 
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LuigiBlood wrote:
Radio ON: Clear bit7 of $2197
Radio OFF: Set bit7 of $2197

Thanks, good to know! I had only figured out that it was somehow related to powerdown and/or soundlink.
So it seems to be simply soundlink related (assuming that the "radio" is the same as the "soundlink" feature).


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PostPosted: Sun Sep 24, 2017 6:19 pm 
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Here are two photos of a BSC-1J5M-01 with the Datapak connector removed, for reference.
(Needed the connector for something, figured I’d photograph the board)


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front.jpg
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PostPosted: Fri Nov 03, 2017 4:20 pm 
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A photo of the SameGame character cartridge PCB. Fullsnes.htm seemed to be missing verified info on these, so uploading if it's of any help.


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PostPosted: Mon Nov 06, 2017 11:50 am 
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nocash wrote:
LuigiBlood wrote:
Radio ON: Clear bit7 of $2197
Radio OFF: Set bit7 of $2197

Thanks, good to know! I had only figured out that it was somehow related to powerdown and/or soundlink.
So it seems to be simply soundlink related (assuming that the "radio" is the same as the "soundlink" feature).


I actually didn't say it much, but bit 0 of $2194 does enable the stream registers. In fact, I heard even a static sound when I enabled it (when SPC700 is unmuted... which I did).
Reading $218B (or $2191), because it isn't initialized properly, reads garbage, and the data is ORed at $218D (or $2193), that's done no matter what... but when I read it when $2194.0 is set, it does read once and then resets itself to 0x00. But when it isn't, when that bit is unset, it does not reset. That bit is simply the one that enables stream registers.


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PostPosted: Wed Nov 22, 2017 9:25 pm 
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sanmaiwashi released a specialized SRAM dumper for Superufo Pro 8 just a few days ago so here's another fresh BS-X SRAM dump incoming.
This one's got a few SRAM patches too but I'm unable to tell if they differ from the previously discovered ones.
The player's got a ton of money and items with interesting descriptions and dialog boxes.
Maybe worth of translating, since the file seems to have lots of save data from different games.


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bsx-blurayno.zip [4.64 KiB]
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PostPosted: Fri Nov 24, 2017 7:54 am 
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Thanks for the dump! Concerning SRAM Patches, it seems to be the newest version: with 9 patches, as found in "bsx3.srm".
The checksum is okay (and the byte at offset 0AAAh isn't corrupted, unlike as in a handful of other dumps).
And the game positions, you have something at 13E4h-13FFh, which was NOT known to be used by any games yet.
Many of the other addresses are used by two or more games, so it's hard to tell if a dump contains game positions from one of those games - or from yet another unknown game.


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PostPosted: Sat Dec 09, 2017 8:03 am 
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One mention about the header of Memory Pack contents:

Assuming 32-bit little endian:
Code:
FFB2h 4  Program Type
      - 0x???????? = 65C816
      - 0x00000100 = BS-X Script Tokens
      - 0x00000200 = SA-1 (Itoi Bass Fishing No. 1)

Shigesato Itoi's Bass Fishing No. 1 literally just boots the content. If you can rewrite the Memory Pack you can actually mess with real SA-1 hardware :D


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PostPosted: Wed Dec 13, 2017 2:34 pm 
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LuigiBlood wrote:
Code:
FFB2h 4  Program Type
      - 0x???????? = 65C816
      - 0x00000100 = BS-X Script Tokens
      - 0x00000200 = SA-1 (Itoi Bass Fishing No. 1)



Is this the correct address? All mempak images I checked just now had the byte 00 at 7FB2/FFB2h.
Commercial games seem to have the first character of the release code (e.x. ZBSJ) at that address.


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PostPosted: Wed Dec 13, 2017 4:07 pm 
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LuigiBlood wrote:
Code:
FFB2h 4  Program Type
      - 0x???????? = 65C816
      - 0x00000100 = BS-X Script Tokens
      - 0x00000200 = SA-1 (Itoi Bass Fishing No. 1)

Nice finding. I had spotted the [7FB3h]=02h check somewhere in Itoi - but didn't knew what it was intended for. Are there any existing games/datapaks using that feature?

From what I can see, it's checking the byte at 7FB3h only. So it should work for LoROM only. And it should work with any "xxxx02xxh" value.

And if the 02h byte is there... then it's just booting the file as normal 65C816 code (which may then use SA-1 hardware if it wants to (provided that the cart does really contain SA-1 hardware), or leave the SA-1 stuff unused if it doesn't need it), right?


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