super mario all star levels

A place that you can discuss reproduction of classic titles or "licensed-for-reproduction" homebrew for personal use.

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lidnariq
Posts: 11430
Joined: Sun Apr 13, 2008 11:12 am

Re: super mario all star levels

Post by lidnariq »

No games yet released use the NROM-368 board. A few proof-of-concepts have been made, buried in the thread.

Any NROM or CNROM romhacks that have been previously published to use a "trainer" that's actually just 512 bytes of extra read-only code/data would be a natural fit to NROM-368 for hardware reproduction.
coinheaven
Posts: 280
Joined: Sat Sep 17, 2005 12:26 pm

Re: super mario all star levels

Post by coinheaven »

so can a cnrom be rewired, kind of like the panesians are rewired because the chr is 64kb. or could i pad to 512kb and then just straight solder in with a 27c512?
lidnariq wrote:No games yet released use the NROM-368 board. A few proof-of-concepts have been made, buried in the thread.

Any NROM or CNROM romhacks that have been previously published to use a "trainer" that's actually just 512 bytes of extra read-only code/data would be a natural fit to NROM-368 for hardware reproduction.
lidnariq
Posts: 11430
Joined: Sun Apr 13, 2008 11:12 am

Re: super mario all star levels

Post by lidnariq »

coinheaven wrote:so can a cnrom be rewired
Yes, you'd need to use a 64 KiB (512 Kibit) or larger 'PROM, and add a 74'85.
or could i pad to 512kb and then just straight solder in with a 27c512?
You definitely have to add the 74'85, which in turn requires the signals on the 'PROM, plus M2 from the cartridge connector. Rework should only involve the Mask ROM pins 1, 20, and 22.

Additionally, "just" padding a 32 KiB game to 64 KiB isn't sufficient to make an (C)NROM-368 game; you also have to provide the usefully-different data in the upper half of the ROM.
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