problem with wonderboy in monsterworld French version

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bastien
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problem with wonderboy in monsterworld French version

Post by bastien »

hi,

i request your help because i can't unerstand a thing.
i have downloaded the translation roms : Wonderboy in monsterworld Fr:

here is the roms in my FTP:

[removed by admin...sorry]

this roms works fine with Gens & Kega fusion but with my mega cart it will be freeze after title screen....

i have read this roms need an additionnal mapper :

https://genplus-gx.bountysource.com/svn ... e/eeprom.c

mapper sega 24c01,
does this roms works with MDPro 64 or the Neo Myth?
can i add an EEPROM composant in a cart for fixing this bug ?

thanks
KanedaFr
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Post by KanedaFr »

Eke
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Post by Eke »

Yes, same problem with Everdrive. I think the only cart that actually supports EEPROM access is the Neo Myth.
bastien
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Post by bastien »

ok,
i want to make this game in french for my collection.

i have buy a NBA JAM TE edition, i have disolder the original maskrom and put an eprom type 27c322 into.
all works but i have this freeze bug.

if the Neo Myth can lauch this game , is it possible to add a specific EEprom in my PCB ?

and thanks for the PDF :D

EDIT: it seems a guy called JARRE PONG has fixed the roms, i have found a dumped english roms with works fine with my megacart, i will try to apply the french translation.
Eke
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Post by Eke »

i have buy a NBA JAM TE edition, i have disolder the original maskrom and put an eprom type 27c322 into.
all works but i have this freeze bug.

if the Neo Myth can lauch this game , is it possible to add a specific EEprom in my PCB ?
I don't know how the Neo Myth implemented EEPROM support, I don't even know if they use a real EEPROM or simply sort of emulation in a chip, especially when games use different data/address lines to access EEPROM, depending on the mapper. In any case, it is probably irrelevant to your modified PCB.

As mentionned in the pdf, NBA Jam TE use a different mapper (the address decoded to set the /CLK signal is $200000 while "Wonderboy" writes D1 at $200001 so it won't work. You should try with a game that use the "sega" mapper...

EDIT: it seems a guy called JARRE PONG has fixed the roms, i have found a dumped english roms with works fine with my megacart, i will try to apply the french translation.
it's possible to patch the loading routine so the game can start but I doubt it will allow to save your progression in the game.
Chilly Willy
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Post by Chilly Willy »

The Neo MD Myth has an actual EEPROM chip on the PCB (a 24C01 if I remember correctly). The N64 Myth seems to emulate EEPROM with the data going into save ram instead.
bastien
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Post by bastien »

so if i add a EEPROM 27c01 to my test cart the save will works ?
are you agree to send me your schematic for the wires of 24c01 to the Sega maskrom ?
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Post by Eke »

You will need additional address decoding logic, in WB, /SDA and /SCL lines should be respectively connected to D0 and D1 but ONLY if A21 is set and A0 is not set ($200000).
NBA Jam TE does not use the same address decoding logic (if A21=1 then D0 is either output to SDA or SCL depending on A0 state)

Also, when the set address is not decoded, EEPROM inputs should latch the former data so it might require additional control logic.
bastien
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Post by bastien »

ok i will to make a shema,
are you agree to correct it ?
Eke
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Post by Eke »

I only have limited electronic knowledge, there are certainly more capable people here than can correct you :wink:
HardWareMan
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Post by HardWareMan »

Here. Take it. 1 and 2 for eeprom. You've got basic knowledge. Then, you can adjust it to your task (address and bit layout).

And one more thing: there is 24Cxx and X24Cxx (usually X24C01). They use different protocols! X24Cxx (from Xicor) use simplier I^2C protocol. You can compare it self: X24C01 and 24C01. Ring of Power use X24C01, I have been through it. ;)
KanedaFr
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Post by KanedaFr »

Ohh!! great info!

May I add it to my cartrige page?
HardWareMan
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Post by HardWareMan »

I put this info here. So why you asking me for permission? If I did not want to disseminate this information, I would say this.
Eke
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Post by Eke »

Those schematics are excellent. Thank you, it's fun to see how it is nicely implemented.

Wonderboy in MW uses X24C01 protocol (7bits address + R/W bit + 8 bits data), and from what I've seen, picture 2 diagram seems to match regarding address/data lines decoding.
bastien
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Post by bastien »

very thanks for you !
i will make it as soon as possible.
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