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NES roms on a game cd designed for the MAYA DVD-402 player
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Mon Oct 22, 2007 9:03 pm    Post subject: Reply with quote

Can't you use rapidshare/megaupload/etc. to post files?

But if you'd like, I'd be willing to try some, kingmike2001 at hotmail dot com.
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Tue Oct 23, 2007 12:45 am    Post subject: Reply with quote

G060 (Little Mermaid) seems to work fine in an emulator.
(MMC1, 128KB PRG)
$CCD0 is the beginning of the ROM data, rip out the next $20000 bytes, slap a header on it.
Seems to be just the US version with a cheat mode added, and X replacing N in the font (PUSH START BUTTOX)

Now, going to look at G061.
Again, cutting everything up to and including the Need:%x string.
Cut the footer down to next valid ROM size, determine header.
(Little Mermaid was ~133KB after truncating the beginning part.
ROM data should be multiple of 8KB.)

Is this version of Lot Lot supposed to start at Round 0 with a required score of 60,000 to pass?
(normal ROM starts at round 1, with a 20,000 point requirement)

Magmax works. Glitchy initial scores. Is that normal?

G-067 is some Mahjong game by Sachen. 48KB, possibly made in 1989.
So, TRE, master of Sachen, any idea?

Mappy has issues. First of all, the ripped ROM is 40KB, but the real ROM is only 24KB (the 16KB PRG is repeated twice. I eliminated the duplicate bank) Next, the game crashes because at $007E is the opcode $FC, which is apparently an undefined opcode on the 6502 (though it is JSR indexed indirect on the 65816), this code is $F0 (BEQ) in the original.

Millipede also crashes because of an unsupported instruction.
At $C767 (offset $777 in the headered ROM) is the hex F7 10 FF.
This is "SBC DP Indirect Long Indexed, Y". As the 6502 does not support long addressing, it fails. Replacing with the original instruction JMP $C764 (hex 4C 64 C7) makes the ROM work.

So, in conclusion:

#60 to #66, #69: Converted to NES.
#67: Unknown mapper
#68, #70: Either bad rip, or the (emulated) CPU is not 100% compatible, causing crashes when run under an emulator.
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taiki



Joined: 15 Feb 2006
Posts: 84

PostPosted: Tue Oct 23, 2007 4:50 am    Post subject: Reply with quote

Magmax crashes when i get to the first object.
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majinbuu



Joined: 10 Oct 2007
Posts: 10

PostPosted: Tue Oct 23, 2007 10:37 am    Post subject: Reply with quote

Hiya

Lot Lot does start at level 0 with 60000 points needed.

Magmax works fine, no glitchy score.

It's interesting that Little Mermaid on the vcd has a built in trainer, I can't find a proper NES rom in my collection that has one.

Thanks for keeping on trying guys. If you need more files, let me know.

Thanks
Sam
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Wed Oct 24, 2007 5:01 am    Post subject: Reply with quote

Okay, I made a program to automate ripping the ROMs.
Crashes at #144, which doesn't have the "Need:%x" string.
The game is Pyramid. Comparing to the existing dump, I know the data starts at $C910 in the .bin. I'll have to check later if there is any distinguishable pattern.
(Pyramid is 16KB PRG + 8KB CHR, but as it appears in the past, 16KB PRG ROMs are boosted to 32KB by duplicating the PRG)
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majinbuu



Joined: 10 Oct 2007
Posts: 10

PostPosted: Wed Oct 24, 2007 6:00 am    Post subject: Reply with quote

Heh, impressive. I never expected to be able to automate the ripping of those roms.

If you need a list of all the games on the cd, goto http://members.optusnet.com.au/~ucsonline/gamelist

Hopefully that may help
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Wed Oct 24, 2007 12:51 pm    Post subject: Reply with quote

Even afterwards, going to have to manually add headers.
Shouldn't be too hard for known games, but that'll prove challenging for unknown versions.

One amusing thing I noticed about Mappy.
For some reason, the text at the beginning of the ROM (COPYRIGHT ...)
has this line of code overwriting the original text:
LDA #$00
STA $C001
Pretty odd. Addresses $8000-FFFF are ROM when read, mapper registers when written. Except Mappy doesn't use a mapper (#0), thus if this instruction is used (I don't think so, as there's no code after), it is unknown what would happen.
(not to mention if the ROM was writable, this code would be in the CPU memory space at $C000, thus storing the 0 over itself)
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