Kazzo USB rom dumper / dev cart programmer

Discuss hardware-related topics, such as development cartridges, CopyNES, PowerPak, EPROMs, or whatever.

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prototector
Posts: 44
Joined: Sun Aug 31, 2014 9:55 am

Re: Kazzo USB rom dumper / dev cart programmer

Post by prototector » Fri Apr 01, 2016 10:24 am

Alright, I tried it this time and it did create a ROM file for the games, however they're both 98 kb and don't work in emulators.
The games are prototypes, one is of the game Moon Ranger and the other is an unreleased title. Any additional information I could supply to look further into this?

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 10:25 am

I will test to dump Moon Ranger and get back to you later.

lidnariq
Posts: 9399
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Kazzo USB rom dumper / dev cart programmer

Post by lidnariq » Fri Apr 01, 2016 12:06 pm

Werrock wrote:

Code: Select all

      NC -[01 U 24]- NC
      NC -[02   23]- NC
 PRG A15 -[03 0 22]- NC
     GND -[04 5 21]- CPU A13
      5V -[05 ' 20]- CPU A14
      NC -[06 0 19]- GND
      5V -[07 X 18]- CPU R/W
      NC -[08 2 17]- /ROMSEL 
      NC -[09 ' 16]- M2
      NC -[10 0 15]- CPU A8
  CPU D5 -[11 1 14]- CPU A1
  CPU D4 -[12 0 13]- CPU A0
Hm. Well, that's ... a thing.

I mean, it's nice to know it's only paying attention to A15,14,13,8,1,0 and R/W; so I looked more closely at the PRG dump you sent me. Try using cpu_write(d, 0xFFA0+i, (i<<4));

If that works, to get a more-nearly-complete description of what's going on, would you be willing to test a few other things?

Do you still get a full-sized PRG dump if you use 0xFFA0 without the +i?

If so, repeat with 0xE000, 0xC100, 0xC000, 0xA100, 0xA000, and 0x8100 ? We already know that 0x8400 didn't work, so there's no need to test 0x8000.


We know there's a of four registers at 0x4100-0x4103, but what they're doing is unclear. I'm not certain what to check for there, though.

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 1:21 pm

No luck with any of them, maybe I made a mistake with the pin mapping...

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 1:34 pm

Looks like F-15 city war has a very similar PCB but without that special circuit:
Image

Maybe I could try dump this game also.

lidnariq
Posts: 9399
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Kazzo USB rom dumper / dev cart programmer

Post by lidnariq » Fri Apr 01, 2016 1:41 pm

Oh, that's very convenient. The bare PCB means I can verify the full connectivity visually.

Anyway, that shows that F-15 City War doesn't have any PRG banking.

Anyway, looking at the PRG one last time, try cpu_write(d, 0x4102, (i<<4));.

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 1:46 pm

prototector wrote:Alright, I tried it this time and it did create a ROM file for the games, however they're both 98 kb and don't work in emulators.
The games are prototypes, one is of the game Moon Ranger and the other is an unreleased title. Any additional information I could supply to look further into this?
mirroring Charcter ROM fixed
mr.nes, mapper 11
Program ROM: size 0x010000, crc32 0x124af039
Charcter ROM: size 0x010000, crc32 0x5f3a624f

I just dumped my moon ranger and it works perfectly in the emulator.

lidnariq
Posts: 9399
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Kazzo USB rom dumper / dev cart programmer

Post by lidnariq » Fri Apr 01, 2016 1:50 pm

For idle curiosity, would you also be willing to see if the various NC pins on the 05-00002-010 are floating or driven high/low when the game is powered? Doesn't need to be in a NES/FC, just +5V and ground applied.

I have this idle hunch that pins 10 and 9 "should" be CPU D6 and CPU D7, and that pins 1 and 24 "should" be PRG A17 and A18. Completely unimportant, though.

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 1:55 pm

lidnariq wrote:Oh, that's very convenient. The bare PCB means I can verify the full connectivity visually.

Anyway, that shows that F-15 City War doesn't have any PRG banking.

Anyway, looking at the PRG one last time, try cpu_write(d, 0x4102, (i<<4));.
Still no luck. Will test some more...

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 2:01 pm

lidnariq wrote:For idle curiosity, would you also be willing to see if the various NC pins on the 05-00002-010 are floating or driven high/low when the game is powered? Doesn't need to be in a NES/FC, just +5V and ground applied.

I have this idle hunch that pins 10 and 9 "should" be CPU D6 and CPU D7, and that pins 1 and 24 "should" be PRG A17 and A18. Completely unimportant, though.
8, 9, and 10 are floating, 1 and 24 are at 5V.

lidnariq
Posts: 9399
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Kazzo USB rom dumper / dev cart programmer

Post by lidnariq » Fri Apr 01, 2016 2:10 pm

... I'm confused. The game itself is doing this:

Code: Select all

	$FF50  A6 7B:       ldx $7B ; PRG bank
	$FF52  BD A0 FF:    lda _data_7FA0_indexed,x
	$FF55  05 60:       ora $60 ; CHR bank
	$FF57  9D A0 FF:    sta _data_7FA0_indexed,x
	$FF5A  A9 00:       lda #$00
	$FF5C  8D 01 41:    sta $4101 ; always writes 0 here
	$FF5F  BD A0 FF:    lda _data_7FA0_indexed,x
	$FF62  8D 02 41:    sta $4102 ; writes PRG bank here
	$FF65  A9 00:       lda #$00
	$FF67  8D 03 41:    sta $4103 ; always writes 0 here
	$FF6A  8D 00 41:    sta $4100 ; and here
	$FF6D  A9 FF:       lda #$FF
	$FF6F  8D 03 41:    sta $4103 ; and #$30 here
	$FF72  8D FF FF:    sta $FFFF
and although the CHR bankswitching is elsewhere, this is the only place where PRG goes.

I guess we could try parroting it completely?
cpu_write(d, 0xFFA0+i, (i<<4));
cpu_write(d, 0x4101, 0);
cpu_write(d, 0x4102, (i<<4));
cpu_write(d, 0x4103, 0);
cpu_write(d, 0x4100, 0);
cpu_write(d, 0x4103, 0xFF);
cpu_write(d, 0xFFFF, 0xFF);


If that works, then you could try removing random lines until it stops working?
Last edited by lidnariq on Fri Apr 01, 2016 2:19 pm, edited 1 time in total.

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 2:18 pm

OMG! Your code worked!

mirroring Charcter ROM fixed
pm.nes, mapper 36
Program ROM: size 0x010000, crc32 0x65fe1590
Charcter ROM: size 0x010000, crc32 0xf73ee39e

Game plays also :D

Edit: It plays but not perfectly, the game seems of. The player and enemy placement is not matching the background tiles.

prototector
Posts: 44
Joined: Sun Aug 31, 2014 9:55 am

Re: Kazzo USB rom dumper / dev cart programmer

Post by prototector » Fri Apr 01, 2016 2:24 pm

Werrock wrote:
prototector wrote:Alright, I tried it this time and it did create a ROM file for the games, however they're both 98 kb and don't work in emulators.
The games are prototypes, one is of the game Moon Ranger and the other is an unreleased title. Any additional information I could supply to look further into this?
mirroring Charcter ROM fixed
mr.nes, mapper 11
Program ROM: size 0x010000, crc32 0x124af039
Charcter ROM: size 0x010000, crc32 0x5f3a624f

I just dumped my moon ranger and it works perfectly in the emulator.
You used the script unedited or made a change? Sorry, I'm a real novice with all the code/terms.

Werrock
Posts: 44
Joined: Mon Mar 28, 2016 9:40 am
Location: Sweden

Re: Kazzo USB rom dumper / dev cart programmer

Post by Werrock » Fri Apr 01, 2016 2:27 pm

No edit.

lidnariq
Posts: 9399
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Kazzo USB rom dumper / dev cart programmer

Post by lidnariq » Fri Apr 01, 2016 2:28 pm

Werrock wrote:Edit: It plays but not perfectly, the game seems of. The player and enemy placement is not matching the background tiles.
Huh. Could be a misunderstanding of how the registers at $4100-$4103 are supposed to work. Which emulator are you testing with? IIRC things that are not FCEUX are more incorrect for this specific mapper.

Also, maybe check what lines you can remove from the sequence I gave you to see what's necessary?
Last edited by lidnariq on Fri Apr 01, 2016 2:32 pm, edited 1 time in total.

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