Donor cart for Mega Man Wily Wars/Rockman Mega World

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17daysolderthannes
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Donor cart for Mega Man Wily Wars/Rockman Mega World

Post by 17daysolderthannes » Sun Jan 25, 2009 8:52 pm

OK, does anyone know which Genesis cart would work as a donor cart for a Mega Man: The Wily Wars or Rockman Megaworld repro? I found a guy that can flash the chips, but he doesn't know which donor cart to use, though he heard there is only one that can be used. I know Mega Man: The Wily Wars uses an uncommon save method, though I can't remember what it is (not SRAM [battery] or FRAM [like Sonic 3]). Its whatever save method isn't compatible with Kega Fusion (or at least wasn't before the newest update, haven't tried the newest one yet). If anyone has any leads, that would be great, thanks.

edit: I just remembered, it saves with EEPROM, so a donor cart would need to save with EEPROM. Genesis games are usually just the 2 chips and thats it, right? no mappers like an NES game or anything, correct? If so, any EEPROM saving game should be a candidate for this, right?

17daysolderthannes
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Post by 17daysolderthannes » Wed Jan 28, 2009 10:40 pm

come on guys, really? last time I was here I had 15 guys jump in immediately to tell me what a noob I am and say 27 things wrong with the question I just asked, now nothin? What, did everyone die off or something? I know its not NES, but SOMEONE must work in the Genesis field.

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kyuusaku
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Post by kyuusaku » Wed Jan 28, 2009 11:46 pm

SEEPROM games aren't necessarily all the same; unlike other consoles, Genesis doesn't really have a default way to decode save memory, it's up to the developer/publisher. Chances are though, it's a discrete circuit similar to NBA Jam's which uses a 74138 for decoding, a 7474 to latch output data and the SEEPROM's clock, then a 74244 to interface with the open collector I2C bus.

Mednafen
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Post by Mednafen » Fri Jan 30, 2009 2:36 pm


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TmEE
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Post by TmEE » Sun Feb 01, 2009 1:08 pm

The SRAM mapper is standard on all existing MD games... the EEPROM mappers very from game to game. I think there's at least 5 different EEPROM mappers (+1 that I created for my own game :P)...
I don't have a Rockman cart so I cannot comment on what kind of method it uses. I know that there's a version which uses regular SRAM mapper instead of EEPROM...

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kyuusaku
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Post by kyuusaku » Sun Feb 01, 2009 5:17 pm

TmEE wrote:The SRAM mapper is standard on all existing MD games...
Standard huh? That's why it's decoded to the cartridge space all different ways? :wink:

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MottZilla
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Post by MottZilla » Sun Feb 01, 2009 9:34 pm

Isn't MD SRAM "standard" at something like $200001 or so in address space? Reguardless of how it is decoded, isn't it always located here? And I've heard that Phantasy Star 4 which would have ROM mapped here too, has some register to determine wether ROM or RAM responds at any given time.

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kyuusaku
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Post by kyuusaku » Sun Feb 01, 2009 10:05 pm

Well yeah, Sega boards decode it to the upper half of ROM space for efficiency, so a register/switching is necessary for games >16M.

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MottZilla
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Post by MottZilla » Mon Feb 02, 2009 12:36 pm

So.... other than Sega boards there are bootlegs or something that do it different? So it seems to me like there is only small differences to SRAM setups.

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kyuusaku
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Post by kyuusaku » Mon Feb 02, 2009 1:23 pm

Looking over my notes they don't vary as much as I thought, all seem to use A21; I thought some earlier boards used A20, NBA Jam (with SEEPROM) does afterall.

17daysolderthannes
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Post by 17daysolderthannes » Sat Feb 07, 2009 2:13 pm

so...ahem...yes...since my knowledge is strictly limited to electrical theory and mechanical concepts (MCHE senior), I don't know shit about 16-bit code architecture. Could anyone drop me an answer that could actually point me in the direction of what cartridge I need?

Mednafen
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Post by Mednafen » Sat Feb 07, 2009 11:35 pm

/* SEGA mapper (24C01 only) */
{{"T-12046" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Megaman - The Wily Wars */
{{"T-12053" }, 0xEA80, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Rockman Mega World (J) [A] */
{{"MK-1215" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Evander 'Real Deal' Holyfield's Boxing */
{{"MK-1228" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (U) */
{{"G-5538" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (J) */
{{"PR-1993" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (E) */
{{"G-4060" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Wonderboy in Monster World */
{{"00001211-00"}, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Sports Talk Baseball */
{{"00004076-00"}, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Honoo no Toukyuuji Dodge Danpei */
Using one of the games in that list should work, but I can't guarantee it totally. ;b

Edit: At least for the nonvolatile memory. For the same ROM size..."Greatest Heavyweights of the Ring" should be what you want.

ccovell
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Post by ccovell » Sun Feb 08, 2009 5:46 am

Before you go hunting down obscure carts, try checking out this post, in which Mottzilla hacked the Wily Wars ROM (E) to handle regular SRAM saving:

http://assemblergames.com/forums/showthread.php?t=21501

17daysolderthannes
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Post by 17daysolderthannes » Sun Feb 08, 2009 5:31 pm

awww, that patch is sweet! what carts could I use if I got the patched version flashed to some chips? Also, how do I install the patch? I'm on a mac so I can't try it just yet, is it a double click and that's it type thing? I actually think a copy of "greatest heavyweights" is sitting for 99¢ at play n trade right now, and I doubt anyone is in a rush to buy it, you think I should try that instead?

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kyuusaku
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Post by kyuusaku » Sun Feb 08, 2009 7:31 pm

I think it would actually be better to use one of the sports SEEPROM games as a donor cart, they're cheap and plentiful and you won't feel as bad as you would ruining a SRAM RPG/sought-after game.

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