Wednesday, August 17, 2016

Creating Harddrives from CHDMan.exe

Taken from: www.pinrepair.com/rush/

To change the code from San Francisco Rush to San Francisco Rush the Rock, the game code needs to be changed. This means new hard drive code.
To re-create the harddrive image, a DOS program called ChdMan.exe is used (in a DOS window) to read a CHD file which is the hard drive image (CHD means Compressed Hunks of Data). The ChdMan program then reconstructs the image file onto a new 8 gig or larger hard drive. Info on the CHD file can be seen by typing in the MS-DOS command.

Input file:   rock.chd
Header size:  120 bytes
File version: 3
Flags:        NO_PARENT, READ_ONLY
Compression:  zlib+
Hunk size:    4096 bytes
Total hunks:  1833419
Logical size: 7,509,680,640 bytes
MD5:          425c83a4fd389d820aceabf2c72e6107
SHA1:         75aba7be869996ff522163466c97f88f78904fe0
Metadata:     Tag=47444444    Length=35
              CYLS:913,HEADS:255,SECS:63,BPS:512.
 







To create a new hard drive, first go to the Window's Control Panel, and click on "Administrative Tools",
and then double click "Computer Management". Now click on "Disk Management", and all the hard drives
listed on your computer will be shown. Notice in the example below that the freshly FAT32 formated
19gig hard drive called "RushRock (D:)" is known as "Disk1" (that is, Windows maps this drive as "disk1").
Using this mapping, CHDMAN.EXE can be run to recreate the Rush the Rock hard drive using this MS-DOS command.
Note the PYSICALDRIVE portion of the command is followed by a number. This number MUST be the 
mapping drive number you found in the above "Disk Management" program. If you put in the wrong drive 
map number, you can accidentally overwrite that hard drive!  So be careful and type the correct drive number.
In the case shown below, drive Disk1 is the drive I want to overwrite with the Rush the Rock code.
Note the size of the new hard drive does not matter. It just needs to be bigger than the .CHD file.
I created a new Rush the Rock hard drive using a 20gig drive, and it worked fine.

Now open an MS-DOS window and go to the directory that holds the Rush.Chd file and the ChdMan.exe program
(both in the same directory). In my case, these are on my C: drive, and the hard drive I will be creating
is the D: drive. I made sure the Rush.Chd and ChdMan.Exe files were in the same directory on C:, and that
I was logged into that directory thru Ms-Dos.  
Here's the commands I typed on my Win2000 system's Ms-Dos window: 



    c:chdman -extract c:Rock.chd \\.\PHYSICALDRIVE1
Note I was getting a "error opening output file \\.\physicaldrive1" message. This happened because there is a bad version of CHDman out there that does not work (version .121). I used version CHDman 0.83 and the above command worked fine. Also after CHDman is done putting the Rush the Rock image on the hard drive, this drive will no longer be accessible by Windows or MS-Dos. Again this is because it's a raw data dump, and not a DOS partitioned drive.
To take a step back, a friend of mine had a professional hard disk copy program, and made me a copy of his Rush the Rock hard drive onto a Fujitsu 8.5 gig (16383 cyl, 16 head, 64 sec) hard drive. He could have used a different size hard drive, but that's what he had that was big enough for the Rush the Rock data, but not too big to be wasting money. I put this Fujitsu hard drive into my Windows 2000 system, and could see the hard drive was mearly a "data dump" for the game. That is, the Fujitsu hard drive was not a recongized Windows partition. Here's what the Administrative Tools' Disk Management showed for the Rush to Rock Fujitsu 8.5 gig hard drive: 




I wanted to use CHDMan.exe to back up this drive, so I could always recreate the hard drive if I needed (as shown above), saving the drive to a .CHD file. I opened a MS-DOS window, went to the directory I wanted to save the new .CHD file, and typed the following command:
    chdman -createhd \\.\PHYSICALDRIVE1 rock.chd
This created an image of the Rush the Rock hard drive on my Window machine. The resulting file created by CHDMan was a single 143meg compressed file which reflected the entire 8 meg non-windows hard drive image. From this image I could again use CHDMan to create a new hard drive (as shown above). There is also a 7.5meg uncompressed (http://www.pinrepair.com/rush/rock.chd) version of Rush the Rock out there too, which works file also. After the new hard drive is created, it is then transplanted from the host computer to the SF Rush game.

Chip Code Update from SF Rush to SF Rush the Rock.

 
There are some chips that need to be changed also, to work in conjunction with the new hard drive image. This includes two new 27040 EPROMs. This include U32 which is the "boot" ROM and U69 which is the Sound Boot ROM). The sound data ROMs are at U49, U53, U61 and U62. These are all 42 pin 16 Mbit (2meg byte) 27C160 EPROMs by ST Micro (about $10 each). The good news is all these EPROM chips are easy to "burn" and reproduce using an EPROM programmer. The big issue is the security PIC chip at U96. This is a 28 pin PIC, which needs to be copied (unfortunately I don't have the image file for it). The PIC code can be copied onto a new PIC16c57 blank by the MicroChip company. This is a 8 bit micro-controller RISC CPU with 2k bytes program memory and 72 bytes of RAM data memory running at 20MHz clock input, and uses a low power, high speed CMOS EPROM technology. I just need the image file to do this, which unfortunately people are holding tight to (if you have this image file, please email me at cfh@provide.net as I would greatly appreciate the file.) This is the problem chip, and makes changing from SF Rush to Rush the Rock difficult. The chip is there to prevent an easy upgrade, as Atari/Midway obviously wanted operators to buy the upgrade. I ended up just buying the chip already programmed from www.arcade-service.com (Indianapolis, IN).
For fun, I put the newly created Rush the Rock hard drive in the game with it running all the original SF Rush firmware chips. It actually works (kind of). The sound is quite confused, but the game does boot and run (you will lose all your settings/high scores and the steering/peddles will want to be recalibrated). With the Rush the Rock hard drive and the SF Rush firmware, you get the same three SF Rush tracks (Beginner, Immediate, Expert), plus the Rock track. This will give you an idea of what Rush the Rock is all about. The Rock track is pretty cool, with lots of hidden routes and gravity-defying loops and jumps.
Next I tried the Rock HD and the 27040 Rock EPROMs at U32 and U69. The U69 sound boot EPROM works with the SF Rush 27C160 data EPROMs, but the sound is unbearable. Better to leave the SF Rush U69 installed until the four 27C160 Rock sound data EPROMs can be acquired. Unfortunately the U32 program boot EPROM would not work at all, the game just would not boot. I'm sure this has to do with the security PIC, which is no doubt different for Rush the Rock. The LEDs on the CPU board near U32 were going nuts (contant alternate flashing) compared to their normal boot behavior.
In the end I just ordered the complete chip set from www.arcade-service.com and was done with it. At about $115 per kit (not including the hard drive) it wasn't cheap, but I was done with the upgrade from SF Rush to Rush the Rock.

 

-DOWNLOADS-

http://www.pinrepair.com/rush/rock.chd

http://retro-repairs.netai.net/san_francisco_rush/the_rock/sfrush-therock_-_boot_soundboot_roms.rar
http://retro-repairs.netai.net/san_francisco_rush/the_rock/sfrush-therock_-_sound_data_roms_part1.rar 
http://retro-repairs.netai.net/san_francisco_rush/the_rock/sfrush-therock_-_sound_data_roms_part2.rar 
http://retro-repairs.netai.net/windows_ms-dos/chdman0.83.rar

Getting to know San Francisco Rush

One of the cabinets I'm going to be picking up within a couple weeks is San Francisco Rush: The Rock - Alcatraz Edition. Honestly, this game has no-where near the collection value that I thought it had... being one of my favourite child-hood sit-down games. Apparently it's a 1997 game.

Looking on eBay's 'completed list' these systems sell for about $1,030 ($800 USD) in working condition... or $770 ($600 USD) for a broken down unit. I'm getting mine for $25! I'd imagine the cabinets alone are worth $250-380.

Here's a few YouTube videos I found that had to do with this game.


 San Francisco Rush the Rock Alcatraz Edition sales video

San Francisco Rush The Rock Arcade Game! 90's classic Atari Racing action! 

San Francisco Rush (PlayStation vs Arcade)

Inside My San Francisco Rush Alcatraz Arcade

SF Rush The Rock Arcade Monitor Replacement Part 1 - Part 3



+++++++++++++++++++++++++


Concept Ideas for the Online Shop and Website

I'm starting to think of concept ideas of how I'm going to run the shop for this site..

First of all I'm proud to announce international shipping and currency exchange!
  • Canadian Dollars
  • Euros
  • British Pounds
  • U.S. Dollars
  • Japanese Yen
  • Australian Dollars
  • New Zealand Dollars
  • Swiss Francs
  • Hong Kong Dollars
  • Singapore Dollars
  • Swedish Kronor
  • Danish Kroner
  • Polish Zlotys
  • Norwegian Kroner
  • Hungarian Forints
  • Czech Koruny
  • Israeli Shekels
  • Mexican Pesos
  • Philippine Pesos
  • New Taiwan Dollars
  • Thai Baht
  • Russian Ruble
I will also be accepting Bitcoin, Litecoin, and other crypto-currencies! (CEX.io for more info)

My main handler of my funds will be PayPal, who handles a load of world currencies. If you're purchasing internationally (as in, not in Canada), there will be a few small handling charges added on. I will post all the information with both a 'Country Select' and 'Currency Select.'

All PayPal transactions must clear into my bank account BEFORE items are sent due to scams. If you want it to ship instantly, you must arrange to send it via Bitcoin / Litecoin or another crypto-currency that I agree on.  I will also be accepting Money Order; however that can take 2-6 weeks to clear, depending on the mail service and how it's sent.

Once I get some items on there, I plan on having multiple translations of the shop and blog / website. First will be English / French / Spanish / German.. but eventually I plan on having a translation of my website in every country I'm active in.

Special thanks to Google Translate

Tuesday, August 16, 2016

½ Loan Covered

I just got off the phone with my dad and it turns out I have half my $200 loan covered for storage rental to buy these machines from the graveyard. I needed a $200 loan because I only have $700 to spend.. and $550-600 of that is going into buying the machines themselves... and another $100 or so for a truck rental.. $100 for a driver... then another  $200 for storage!

In total I'm looking at a $850-1,000 start-up fee with $700 of it up front. 

...it was either borrow the $200 off my parents, or go to a loan shark at $65 interest. = \

Re-named Directory on File Server

I changed a directory folder on the File Server from 'nss' to 'nintendo_super_system' for database recognition simplification. I put "WinRAR.zip" on the main server page so be sure to download that before you can open any '.rar' files. I also added the files 'nss.c' (MAME driver) and 'nss_test.rar' (test ROM) to the folder.

Flash Arcade Upgrade!

I changed up the online arcade to make it a little more user friendly. There's now images of the games title screens that you can click to play... as well as text links at the top in case the image at hand isn't loading.


 I also added a control scheme below all the flash arcade games... no more guessing which buttons to hit!

File Server Online

I just got the link under the banner for 'My File Server' running. It connects over to my hosting account located at http://retro-repairs.netai.net/ ... courtesy of 000WebHost.com = )

Expanding the Nintendo Super System to New Horizons!!

So I was doing some thinking... if I can get a working SNES/SFC to NSS Adapter... that opens a whole world of possibilities with modern adapters that I can add on. Sure there might not necessarily be room... but I'll make room, damn it.

So if this project actually works... I'll be able to run 13 different console-types games on the Nintendo Super System cabinet. = )

Well, sort of. I'll be able to run 3 consoles off my unit at once, with limitless games.

For example... I'll be running 1x SNES to NSS adapter with SD2SNES 32GB to load just about every Super Nintendo / Super Famicom game onto 1/3 ports.

I'll run a 1x SNES to NSS adapter with RetroBit RetroGen and Mega EverDrive v2 to load limitless Sega Master System / MegaDrive, Sega Genesis and Sega 32X games onto 2/3 ports.

Finally, I'll run 1x SNES to NSS adapter with RetroBit Super Retro Advance adapter and EverDrive-GBA X5 to emulate GameBoy, GameBoy Color, GameBoy Advance, Nintendo Entertainment System, Sinclair ZX, Turbo GraFX, and Atari 2600 via GBA hardware on 3/3 ports.

I'll go over this in sections and tell you what hardware is what in sections.

+++++++++++++++++++++++++

.::SEGA MASTER SYSTEM / SEGA GENESIS / SEGA 32X::.

RetroBit RetroGen Review 

Originally hosted by: https://satoshimatrix.wordpress.com/2012/06/09/retrobit-retrogen-review/

As videogame consoles from the late 80’s and early 90’s continue to age, there seems to be a never-ending cascade of clone hardware that reproduces the original experiences and replaces old, large, clunky and sometimes temperamental hardware. One of the leading clone manufacturers in recent years has been RetroBit, who have been steadily gaining a foothold and showing up competitors like Yobo and Hyperkin when it comes to quality and reliability – concepts not commonly associated with Asian born clone hardware.
Previously I brought you guys a detailed look at the RetroBit RetroPort, an interesting self contained NOAC designed in a cartridge that can be fitted into an SNES and thus allow hundreds of additional titles to be played on that great console.
It seems RetroBit didn’t want to stop there, and recently also released another cartridge adapter that can be fitted into the SNES, a device they call the RetroGen – which allows Sega MegaDrive or Genesis games to played on a Nintendo SNES, Super Famicom or Super Famiclone.
If you grew up when these systems were fierce rivals, then prepare to have your mind blown by the very concept of this review.

Features



The RetroBit RetroGen is a slimline cartridge adapter with a universal shape that plugs into the top of any Super NES, Super Famicom or clone hardware without any modifications needed to your console. It allows you to place Sega Genesis or Sega Megadrive game cartridges  regardless of their region of origin into the top of the device and play them right on your SNES with your choice of SNES controllers!

Detailed Description

Using only the power provided from the SNES cartridge slot, the RetroBit Genesis RetroGen has a self contained GOAC (Genesis On A Chip) and interfaces with the SNES for standard button input. Just like the RetroPort, audio and video are provided not by the SNES, but instead an RCA to stereo 3.5mm headphone jack located in the side of the device. It would have been nice if it could have used the multi video out connector the SNES natively uses, but again, as the SNES doesn’t have video feed pins through its cartridge slot, this would be impossible. The included cable can then be plugged into any composite video input of your choice and provide stereo audio as well as much stronger composite video than any model of the original hardware as well as many other clones.

Compatibility
As with every GOAC, there are certain games that are not compatible with the RetroGen. Luckily, the GOAC used in the RetroGen seems to be a recent one that is superior to the GOAC in other clones, such as Hyperkin’s RetroN3. While I don’t have nearly as many Genesis/MegaDrive games as I do NES, I was able to confirm the device working with several dozen popular games. Of everything I was able to try, here is a partial list of games I found to be incompatible with the RetroGen. Please keep in mind that this list is currently incomplete as I do not have access to every title ever made.
And YES, the RetroGen is compatible with GameGenie for Genesis.

Confirmed Incompatible Games:
Sonic 2 & Sonic & Knuckles [does not boot]
Virtua Racing [does not boot]
I can’t confirm, but I’ve been told that the RetroGen is also compatible with the Master System Base Converter. Play Master System games using an SNES controller!

Performance
The RetroGen does a decent job at running Genesis games on non-native hardware, but there are a few hiccups here and there. First, there are differences in the controls simply due to the different button layout between the SNES and Genesis controllers. The Genesis A, B and C buttons are mapped to the SNES Y, B and A buttons, with X, Y and Z being mapped to the SNES’s X, L and R triggers. The set up might take some getting used to, but it works very well and is actually a benefit to many Genesis games as I’ve always preferred the SNES pad to any version of the Genesis controller.

As far as sound, the RetroGen has both mono and stereo RCA hookups to provide full stereo sound for Genesis games. Apparently, the cable that the RetroGen comes with has the audio channels reversed; the white cable is stereo and the red cable is mono, but this can easily be corrected by simply swapping the two.  I wouldn’t know because I use a high quality gold thick RCA to 3.5mm stereo jack to provide the best signal possible.

Video output is as good as composite gets. Colors are bright , vibrant, and the composite video output in general is vastly superior to most clones and even to all variants of the original Genesis hardware! That being said, video output varies depending on the TV the RetroGen is hooked up to. Although retro game consoles look best when played on CRT televisions, It has been my experience that RetroGen video performance varies greatly depending on the age and model of the CRT.

For many of the CRTs I was able to test the RetroGen on, the screen was unable to sync correctly when the screen is filled with large white areas, such as the Sega logo in the Sonic games. Other games might have their status bars or effect screens distorted when played on certain tvs. This seems to have something to do with the higher voltage the RetroGen’s video output is being provided. It may be possible to tone this down, but it would probably come at the cost of the vivid clarity. If you buy a RetroGen, test it out on as many different TVs as possible before deciding on the TV you want to use it with. Performance DOES vary.
History
In late 2011, a curious Super Famiclone appeared in Japan called the PokeFami DX, apparently being developed concurrent to Hyperkin’s Supaboy, but completely unrelated. A few months after its Japanese release, a western adaptation was released by RetroBit, the RetroDuo Portable. When the PokeFami DX was released in Japan, two adapters were also made available for it – the FC Adapter and the MD Adapter. The MD Adapter it seems is completely identical to the RetroGen in all but color.

Overall
Good
  • Inexpensive
  • Easy to hook up
  • Easy to use
  • Compatible with most games
  • Doesn’t require ownership of any standalone Genesis, MegaDrive or clone; just a SNES or Super Famiclone
Bad
  • Somewhat inconstant video output varies depending on the TV you use
  • AV to 3.5mm Stereo Jack included has the audio channels reversed
  • Incompatible with a small number of games
  • You won’t be able to use any Genesis controllers or accessories such as the Sega CD, obviously
Conclusion
Although it does have a few problems, the RetroGen is nonetheless a very cool accessory to the SNES and owning it almost feels like cheating history. Since its so easy to hook up and use, I find myself preferring to use the RetroGen over the real Genesis hardware time and again. Just like the RetroPort, whether you want to build a Genesis collection without worrying about the problems of the aging Genesis consoles out there or just want a novel device for your SNES library, you can’t go wrong with the RetroGen from RetroBit.

Video Review


[PLUS INCLUDE]






Features:
  • Supports 99% of games from SEGA library
  • 128mbit (16mbyte) PSRAM.
  • 120mbit (15mbyte) max ROM size.
  • 256Kbyte Battery RAM
  • Firmware update through SD card
  • FAT32 file system supported.
  • SD cards up to 32GB.
  • Instant loading (1-2 sec).
  • Built in audio playback. WAV, GYM, TFC
  • USB port for homebrew development and for future features.
  • In-game menu that allows access back to menu system without leaving the sofa.
  • Snapshot Saves.
  • Regular game battery back-up saves.
  • Genesis, Mega-drive, Sega Master System, and 32X games supported.
  • Hardware MEGAKEY.
  • CD BIOS loading.
  • CD RAM cart feature.
  • Cheats feature. Game Genie and Play-Action Replay format supported.
--USER MANUAL--















-==DOWNLOADS==-

Developer Tools = http://retro-repairs.netai.net/mega_everdrive_v2/Developer_Tools.rar


++++++++++++++++++++++++

To load majority of playable Super Nintendo / Super Famicom games I need a 'SD2SNES' from https://krikzz.com/  for about $199 USD (about $255 Canadian).

FEATURES:

  • SD/SDHC/SDXC support (tested up to 64GB; no exFAT support so SDXC cards must be reformatted using FAT32)
  • High quality push-push memory card slot
  • Fast ROM loading (~9MB/s)
  • Fast menu navigation
  • Directories are sorted automatically, no need for FAT sorting tools
  • High resolution menu (512×224) for adequate display of long file names
  • Real Time Clock
  • Supports ROM size up to 128MBit (96Mbit actually implemented)
  • Automatic near-time SRAM saving to SD Card (while the game runs). Some limitations apply:
  • near-time saving is switched to periodic saving when a game is found to use the SRAM as work RAM.
  • Automatic saving is disabled when MSU1 is used. SRAM is saved on reset.
  • Enhancement chip support (see below for implementation status)
  • SuperCIC key (SNES CIC clone):
  • enables operation on unmodified consoles of all regions
  • supports software 50/60Hz switching on SuperCIC enhanced consoles only (to be performed by sd2snes firmware, not yet implemented there)
  • Auto region patching: eliminates “This Game Pak is not designed…” messages regardless of 50/60Hz setting

SUPPORTED ENHANCEMENT CHIPS:
BS-X memory map / Satellaview base unit registers (clock)
DSP1 / 1b
DSP2
DSP3
DSP4
ST-010
Cx4
MSU1
S-RTC Cartridge uses custom made multi region shell. It fits in both american and euro/jap systems.


FAQ

Q1: When more enhancement chips get implemented in the future, does that mean a necessary hardware upgrade?

A1: No, the hardware is final. All additional features are introduced by means of firmware updates. Hardware upgrades might happen if any “physical” problems become known or some end-of-life parts have to be replaced. However the capabilites of the hardware will remain the same.

Q2: Game XY doesn’t run properly.

A2: Check the compatibility list for known issues. If the game is listed it is known not to run on the sd2snes.

Q3: Mario Kart/Pilotwings/other DSP games just lock up immediately.

A3: DSP games require the DSP ROMs to be present in the “sd2snes” folder on the SD Card. You can get them here. For sd2snes you need the *.bin files, NOT the *.rom files.

Q4: Satellaview games just drop to a black screen.

A4: The BS-X BIOS is required to run Satellaview games. Find the BS-X BIOS ROM (there’s a good chance it’s already in your ROM collection), rename it to “bsxbios.bin” and put it in the sd2snes folder on your card.

Q5: My sd2snes doesn’t seem to run reliably. A large number of games crash at random, or the sd2snes doesn’t boot up at all.

A5: One of the following could be the case:
  • Weak capacitors in your SNES: The sd2snes draws more power than a normal game cartridge (and the Super Everdrive or Powerpak, for that matter). Weak capacitors in the power section of the SNES may cause the console to crash. Try another SNES or, if you feel like it, have the caps replaced.
  • Faulty power brick: The external power supply of the SNES doesn’t provide properly stabilized power, or the voltage has dropped. Try using a different power brick.
  • Dirty slot contacts: The sd2snes is more timing sensitive than a normal game cartridge. If the slot contacts are dirty it might introduce enough resistance to delay the signals coming from the SNES, or going to the SNES, enough to make it crash. Clean the slot contacts on the SNES and the sd2snes thoroughly and retry.
  • Freak SNES: Some consoles exhibit strange timing behaviour or excessive address line noise. Try another console.
  • Freak SD Card: Some SD Cards might draw excessive power or exhibit other strange behaviour. Try another card.
  • Faulty SNES: The SNES itself might be at fault. Verify that original game cartridges run properly on your SNES.
  • Firmware: There have been reports that some sd2snes firmware versions don’t work properly with some consoles. Try using a different (older) firmware version and see if the problem persists. If this fixes the problem, please report.
If you have tried different consoles, different SD Cards, different power bricks, and cleaned the contacts, the sd2snes itself is probably at fault (e.g. a bad solder joint or component). Please run the diagnostic firmware and send me the output, preferably a zip file of the entire sd2snes folder.

Q6: Can you sell me an sd2snes?

A6: No. I do not manufacture or sell the hardware.

Q8: Will there be SuperFX overclocking support?

A8: Maybe. It depends on how well the SuperFX can be synthesized on the FPGA and how much performance reserve will be left. Don’t count on it.

Q9: Will there be Super Gameboy / SA-1 / XYZ support?

A9: Technically, maybe. I’m already struggling to add features so I won’t make any promises I will add it myself. Keep in mind the sd2snes firmware is open-source and open to contributions – if I don’t implement something myself, maybe someone else can.

Q10: My sd2snes doesn’t save.

A10:
  • MSU1 games cannot autosave because access to the SD Card is reserved exclusively to the MSU1 features. It must be ready to serve MSU1 requests at any time. Therefore, to save your .SRM file with MSU1 games, a soft reset (hold reset button / use in-game button combination) must be carried out.
  • If you use v0.1.7-v0.1.7b you must make sure that the sd2snes/saves folder exists on card. Otherwise the migration code to load+move the SRM file will bail out and not even load the save file. This will be addressed shortly with a maintenance release.
  • Saving on the sd2snes works by constant monitoring of the save RAM area while the game is running. If a change is detected, a .SRM file is written out to the SD Card while the game is still running. There is no real-time “save state” feature like the Mega Everdrive has, for example. You must still save in-game for the sd2snes to write out a save file.
  • Check that the write protection slider on your SD Card is set to off, i.e. not in the “LOCK” position.
  • Wait 2-3 seconds after saving in-game for the sd2snes to detect the SRAM change and save to card.
  • There are occasions where games use the battery SRAM area as work RAM. In this case the contents change continuously and the sd2snes will not save every change in order to reduce wear on the card but instead save the SRAM contents periodically every 15-20 seconds. The red LED (Write) will be permanently on if such a case is detected. To minimize the risk of data loss (due to powering off the SNES while a periodic save is in progress) please reset the sd2snes by holding the RESET button on the SNES until all three LEDs light up before turning off the power.
  • After loading a saved game, some games – notably Zelda – don’t put you exactly where you left off so it might appear that your progress wasn’t saved.
If you still feel the sd2snes isn’t saving when it should, please report.

Q11: Can enhancement chip XY be realized using a pass-through adapter with the original enhancement chip on top?

A11: The only enhancement chip where that would work is the DSP series (DSP1-4, ST0010) which are already supported natively. All other enhancement chips have the game ROM “behind” them and control access to it, which a cartridge plugged in parallel to the sd2snes cannot do.

Q12: Will the sd2snes eventually support every game of the SNES library?

A12: Most likely not. Some enhancement chips are too powerful to be supported by the onboard FPGA, and for some others I can only say I don’t know before I’ve tried. See http://sd2snes.de/blog/status#enhance for the current state of enhancement chips.

Q13: My sd2snes keeps telling me to set the clock.

A13: The battery is probably empty. You can replace it with a very common CR2032 cell.


Compatibility

This is compiled as an incompatibility list.
Any ROM should work (headered and non-headered, non-interleaved), except the following:
  • Carts with BS memory pack slots, other than BS-X BIOS (e.g. Derby Stallion 96, any Tsukuuru). They may run but cannot use memory pack related features.
  • Sufami Turbo games:
    • Car Ranger
    • Crayon Shin Chan
    • Gegege No Kitarou
    • Gekisou Sentai Carranger: Zenkai Racer Senshi
    • Poi Poi Ninja
    • Sailor Moon Stars Panic 2
    • SD Gundam Generations: part 1
    • SD Gundam Generations: part 2
    • SD Gundam Generations: part 3
    • SD Gundam Generations: part 4
    • SD Gundam Generations: part 5
    • SD Gundam Generations: part 6
    • SD Ultra Battle: Seven Legend
    • SD Ultra Battle: Ultraman Legend
    • Sufami Turbo hardware
    • Tetris 2+ Bombliss
  • SuperFX games:
    • Dirt Racer
    • Dirt Trax FX
    • Doom
    • Star Fox 2
    • Star Fox / Starwing
    • Stunt Race FX / Wild Trax
    • Super Mario World 2: Yoshi’s Island
    • Vortex
    • Winter Gold / FX Skiing
  • SA-1 games:
    • Daisenryaku Expert WWII: War in Europe
    • Derby Jockey 2
    • Dragon Ball Z: Hyper Dimension
    • Habu Meijin no Omoshiro Shogi
    • Itoi Shigesato no Bass Tsuri No. 1
    • Jikkyou Oshaberi Parodius
    • J.League ’96 Dream Stadium
    • Jumpin’ Derby
    • Kakinoki Shogi
    • Kirby’s Dream Land 3
    • Kirby Super Star
    • Marvelous: Mouhitotsu no Takarajima
    • Masters New: Haruka Naru Augusta 3
    • Mini 4WD Shining Scorpion Let’s & Go!!
    • Pebble Beach no Hotou: New Tournament Edition
    • PGA European Tour
    • PGA Tour ’96
    • Power Rangers Zeo: Battle Racers
    • SD F-1 Grand Prix
    • SD Gundam G NEXT
    • Shin Shogi Club
    • Shogi Saikyou
    • Shogi Saikyou 2
    • Super Bomberman Panic Bomber World
    • Super Mario RPG: Legend of the Seven Stars
    • Super Robot Taisen Gaiden: Maso Kishin – The Lord Of Elemental
  • S-DD1 games:
    • Star Ocean (unhacked version)
    • Street Fighter Alpha 2 / Zero 2
  • ST-011 games:
    • Hayazashi Nidan Morita Shougi
  • ST-018 games:
    • Hayazashi Nidan Morita Shougi 2
  • SPC7110 games:
    • Far East of Eden Zero
    • Momotaro Dentetsu Happy
    • Super Power League 4
BS support is not feature complete (does not simulate lots of different satellite packet streams) so some BS games might not yet run as intended.

sd2snes diagnostics

The sd2snes diagnostic firmware is used to track down hardware issues with your sd2snes. I originally wrote it for brief burn-in testing (e.g. to check for solder errors) but it might be useful in the field as well.
Note: It will change the date and time settings so make sure to correct them after going back to the regular firmware. ;)
  • Download the diagnostic firmware (see link above) and unpack it to your SD Card just like a regular firmware update.
  • Put the SD Card back into your sd2snes and turn on power.
  • If right after startup either the green LED light up or the yellow+red LEDs light up and nothing else happens (no intermittent LED flashing etc.), the SD Card could not be initialized. It might be worth trying a different card. Otherwise there is a contact problem with the SD Card slot (hardware failure), or the sd2snes’s microcontroller doesn’t boot up properly anymore. Tests cannot continue in this case.
  • Wait ;) The diagnostic firmware does not show anything on screen, it will work silently for a couple of minutes. If the power LED (green) flashes during the process please reset the SNES twice (it’s part of the SuperCIC self test).
  • The final test is the SNES bus test. During the test the screen will turn red, orange, yellow, and finally green if everything is ok. If the screen remains black for more than 20 minutes something’s up.
  • Testing is finished when the three LEDs light up in sequence like a running light.
  • During testing, the sd2snes logs the results to a text file called “test_log.txt” in the sd2snes folder on card. I might ask you to upload it after running the diagnostic firmware ;)
The diagnostic firmware performs the following tests (in order):
  • SD Card read/write error test: writes a 4MB file, reads it back, and compares the result
  • RTC test: tests if the real time clock can be set and is ticking
  • CIC test: checks for correct operation of the SuperCIC key. Toggles video modes/power LED color if SuperCIC lock is installed in the SNES.
  • FPGA test: configures the FPGA and runs a simple echo test to see if it is alive
  • RAM test: fills both RAM units (128Mbit+4Mbit) with test patterns and reads them back for comparison
  • SD DMA test: Performs DMA transfer from SD Card to RAM, compares, and dumps the actual RAM content to card for manual inspection
  • Clock test: loads the test ROM, measures the SNES master clock and checks for irregularities. Also logs a number of other control signal toggle counts for manual inspection (to check for broken traces/solder joints).
  • IRQ test: triggers an IRQ via the cartridge slot and expects the SNES to react
  • Address bus A/Data bus test: tests whether the SNES can correctly access (read+write) all of the available address space. Not the most useful test because in most cases the test code can’t run if something is wrong with the address or data bus.
  • Address bus B test: checks if all peripheral bus lines are working

Downloads:
DSP ROMS = http://retro-repairs.netai.net/sd2snes/DSP_ROMS.rar
Firmware v0.1.1 to v0.1.7b = http://retro-repairs.netai.net/sd2snes/sd2snes_firmware_v0.1.1_to_0.1.7b.rar


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Retro-Bit Super Retro Advance Adapter

Basically this bad boy lets you play GBA games via SNES adapter (which is hooked up to a SNES to NSS port). It has link cable support which would literally allow you to hook up two Nintendo Super System arcade cabinets to each other (via link cable) and actually play two player games such as trade Pokemon between cabinets.

$41 + free shipping at https://www.amazon.ca/Retro-Bit-Super-Retro-Advance-Adapter-Black/dp/B00EXPCTQQ

Retro-Bit Super Retro Advance Adapter Review

Last year, Retro-Bit – a third party manufacturer of clone consoles, controllers, and accessories –  released two extremely interesting devices – the RetroPort Adapter, which connects to a SNES and allows original NES games to be played, and the RetroGen Adapter, which connects to an SNES and allows Sega Genesis/MegaDrive games to be played. Now Retro-Bit continues their voodoo magic with the Super Retro Advance Adapter, which promises to bring a certain beloved handheld to the SNES. Since it was initially announced, fans speculated about how the GBA would change the future of portable gaming forever by bringing SNES-like game experiences to a handheld while also producing new franchises and perhaps even doing some things that wouldn’t be possible on Nintendo’s legendary 16-bit platform. Throughout it’s life, all of this was proven time and again as the GameBoy Advance became for all intents and purposes, the second coming of the Super Nintendo Entertainment System.
It is therefore with irony that Retro-Bit now has a product to bring GBA game experiences back to the SNES.
How good is this device? Read on.

Overview

The Super Retro Advance Adapter is a standalone GBA clone that plugs into the SNES as if it were an SNES game itself. Using only the power provided from the SNES cartridge slot, the Retro-Bit Super Retro Advance Adapter has a self contained GBAOAC (GBA On A Chip) and interfaces with the SNES for standard button input.

Just like the RetroPort and RetroGen, audio and video are not provided through the SNES, but instead an RCA to stereo 3.5mm headphone jack located in the side of the device. This is because unlike the Super GameBoy, RetroBit’s line of adapters do not run Super Nintendo software as a framework for the other platforms. In essence, while the console treats the Super GameBoy as a SNES game, the Retro-Bit Adapter line are not utilizing the SNES PPU at all, therefore there is no video feed to route internally.
It has been suggested that Retro-Bit could have solved this by writing a simple interface program, but that is easier said than done. SNES games were written in low level 65C816 assembly, a language so prone to errors it was abandoned in the mid ’90s and isn’t taught in programming classes anymore. There also aren’t any C or C++ compilers for the highly custom 5A22 cpu Nintendo chose for the SNES.
As is, the included cable is required when using an actual Super Nintendo or Super Famicom. However, this is only true of the original Nintendo hardware and older, non Retro-Bit clone consoles. Newer Retro-Bit clones such as the Retro Duo Portable and the upcoming Super Retro Trio will pass the video feed directly to it’s own video output jacks without the need of the additional cable.
It should also be noted that the Super Retro Advance Adapter, like other Retro-Bit products, is designed to universally fit with all SNES consoles worldwide, featuring the slim design of Super Famicom game shells while providing the slits for the North American SNES. This essentially means it is completely region free.

Video output

Like the RetroGen, the video encoder inside the Super Retro Advance Adapter provides extremely clean, clear and vivid NTSC composite video that looks great on any CRT television. Despite the fact that the device only provides composite video output as opposed to something higher quality such as S-Video or even RGB, the video clarity surpasses what many classic consoles are capable of producing, including the SNES itself. Games are bright, vibrant and clear. Early titles well known for being especially dark such as Castlevania Circle of the Moon are completely playable, and regardless of the composite signal, there is minimal color bleeding – allowing easy reading of text and visibility of even the smallest sprites.

The original GameBoy Advance used an LCD with an aspect ratio of 3:2. When displayed on a 4:3 CRT television, the Super Retro Advance Adapter ever so slightly adjusts the image to display fullscreen. When using a 16:9 television, the slightly more widescreen nature of 3:2 is represented by nearly filling the entire widescreen display, but leaves a thin black border around the edges without any distortion. The device does not allow the user to adjust the aspect ratio, but I find it does a surprisingly decent job on its own. In fact, I prefer the full 4:3 display to the GameCube GameBoy Player’s windowed display.

Audio

The cable provided includes clean, interference-free stereo sound, and the Super Retro Advance Adapter reproduces the GBA’s sound format almost perfectly. Unlike some GBA clones, all of the musical ranges the GBA is capable of producing are reproduced exactly within the same octaves, allowing gamers to enjoy their favorite GBA tunes when using the Super Retro Advance. 

However, occasional Z-80 based sounds using the original GameBoy’s sound hardware do not sound correct on the Super Retro Advance. Through rigorous testing, I so far have found this to only affect a small number of GBA titles in minor ways. For example, in the Pokemon games, the sound effect when you run into a solid object is far more subdued than on a real GBA. This is however such a minor issue that it may actually go unnoticed for those who aren’t specifically listening for it.
Controls
The controls mapped to the SNES controller are 1:1 with their GBA counterparts. In other words, the buttons displayed on the SNES controller exactly reflect the mapping of the GBA controls. For example, pressing the SNES controller A button will activate the GBA’s A button. For clarification, here is a chart of the mapping:

Some may be put off that the B and A buttons on the GBA are not instead mapped to the Y and B buttons on the SNES controller, but I understand why Retro-Bit chose to do this. There are many GBA games that include in-game button prompts such as “Press A repeatedly”. If the Y and B configuration was used, the GBA A button would be mapped to the SNES B button, creating some potentially confusing situations.

Compatibility

Like many emulators, the Super Retro Advance Adapter works by circumventing the boot bios, providing almost instant access to your favorite GBA titles and a legal loophole in what could otherwise be an illegal device to sell.
I am pleased to report that to the best of my testing abilities, compatibility appears to be extremely strong and very well may be perfect across all GBA titles. I have tested dozens of GBA titles and each work flawlessly.
The only compatibility issues I’ve encountered are with the Play-Yan Micro mp3/video player and running certain games via my M3 Simply SD Flashcart. The Play-Yan will refuse to boot up whatsoever. The M3 Simply will work for the majority of games I’ve tried. So far, the only problematic games using the M3 Simply are pseudo 3D titles such as Iridion II, Asterix & Obelix XXL, and Stuntman. Each of these will glitch out at certain points rendering them unplayable after a certain point. However, when I tested these games using the original cartridges, all worked without any problems.
As neither the Play-Yan or M3 Perfect are true GBA games in of themselves, incompatibility is unsurprising and should not count towards any tally of actual GBA games that do not work, which I have not found any through my testing so far.
Unfortunately, the Super Retro Advance Adapter completely lacks original GameBoy and GameBoy Color support. No GameBoy games will work on the device whatsoever, as the device lacks the original GameBoy hardware, just like the GameBoy Micro. GameBoy and GameBoy Color games will physically fit into the cartridge slot, but there’s no point in even trying as they will do absolutely nothing.
However, I was able to get several GameBoy and GameBoy Color games working and PocketNES through my flashcart, although with sound and graphical issues.

Overall 

Good
-Reasonably priced
-Extremely easy to step up
-Great video output that fills a 4:3 display
-The SNES controller fits GBA games like a glove
Bad
-Completely lacks GB and GBC support
-Certain GB sound effects are incorrect
-Composite video output only, which is a shame considering the GBA could be made to produce S-Video or even RGB.

Conclusion

Following on the footsteps of the excellent RetroGen adapter, the Super Retro Advance adapter from Retro-Bit doesn’t disappoint. It provides great software support with clean and clear video. Is it better than the GameBoy Player for GameCube? No. However, considering the costs of the GameBoy Player plus GameCube, and that the GameCube controller is hardly an ideal controller for GBA games, the Super Retro Advance is a great alternative for playing your GBA games on a tv, and makes for a great gift this holiday season.

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And the way to complete the GBA collection is an EverDrive-GBA X5... an SD-powered flash cart for the GameBoy Advance to go into the 'RetroBit Advance Adapter' to go into the 'SNES to NSS Adapter.'

Features:

  • High compatibility. Near to 100% compatibility with GBA game library
  • All save types supported, no ROM patching required
  • Fast Loading (most games load within 1 - 2 seconds)
  • 256Mbit PSRAM (32MByte) ROM memory
  • 1Mbit SRAM (128KByte) save memory
  • Real-time clock support
  • Low power consumption
  • SD, SDHC and SDXC cards are supported. Tested with micro-SD cards up to 64GB
  • FAT32 support
  • Supported with gamecube player, super retro advance adapter and other GBA accessories

Downloads:

 OS Software = http://retro-repairs.netai.net/everdrive-gba_x5/EverDrive-GBA_OS_Update_v1.00_to_1.01.rar

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All-in-all it'll cost me about $300-350 (Canadian) at least in upgrades to get it running 3 different consoles.
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