* Forwarded by NetMgr 1.00 [unreg]
Original message:
--
Date: Sat Mar 20 '99, 21:40:27
Attr:
From: Francisco Alvarez, (0:0/0.0)
To : jam, (0:0/0.0)
Subj: MegaRAM (was: cracked 24k ROMs)
--
Hola jam, la familia bien ?no?
El 18-Mar-99 a las 01:08:36, jam taladraba a C2BBS#2
MP> Beyond Metal Gear 2, do you know other Megarom games with 512kb of
MP> more?
I know Hydlide 3 and a collection of 100 games in 1 made in Korea (similar to
NES cartridges). It have 1024KB, I think. Also Koei released ROMs version of
the same games released as diskettes.
Salidos, digo ...
MP> Yes, but sometime ago, someone in this list had talked about a 768kb
MP> Megarom game. Does someone know something about it?
It's a Koei game, I remember.
Salidos, digo ... Saludos.
JAMcn ([EMAIL PROTECTED])
Apdo. Correos 3294 18080 Granada
... MSX MSX MSX MSX MSX MSX MSX MSX MSX MSX
Hola Marco Antonio:
>> MH> It is possible to make an MSX2 with only 64K VRAM. Such a
>> MH> machine would not have SCREEN 7 and SCREEN 8, not even a single
>> MH> page, because VRAM timing requires two RAM ICs connected. Does
>> MH> anyone know if machines with 64K VRAM were ever actually
Hola, Marco Antonio
>> R-type, Dragon Slayer 4, Nemesis 3, Out Run . A lot of them!
>> But I can't remember if these cracks need 64KB or 128KB of RAM
>> ... But ..Note that these megaroms are 2Mbit or 3 Mbit sized!
MP>
MP> Are there some sites where we can download them?
I have mad
Hola Marco Antonio:
>> would not have SCREEN 7 and SCREEN 8, not even a single page,
>> because VRAM timing requires two RAM ICs connected. Does anyone know
>> if machines with 64K VRAM were ever actually made?
MP>
MP> I have never seen a MSX2 with less than 128kb of VRAM.
Mitsubishi ML-G1
Ricardo Jurczyk Pinheiro wrote:
> Nobunaga's Ambition, I think, is one of them. I saw the cartdrige in
> the last MSXRio'99.
Maybe I could dig on my old MSX-Fan and
MSX-Magazine to try again reading those
kanji, but I'm unsure if I'll be able to
do that. <:)
[][]s,
`:) Parn
ICQ# 1693182
At 10:56 17/03/99 -0300, you wrote:
>Marco Antonio Simon dal Poz wrote:
>> Beyond Metal Gear 2, do you know other Megarom games with 512kb of more?
>
>There are some strategy Koei games, but I can't read
>their names, they're completely in kanji! <:)
>
Nobunaga's Ambition, I think, is one
Marco Antonio Simon dal Poz <[EMAIL PROTECTED]> wrote:
> > >But Hinotori is a 128kb game. So, why do you need VRAM?
> >
> > The ROM is 128K and it also needs some RAM (probably 16K) to run.
> > And ROM pages are 8K in size, mapper pages 16K. This means that sometimes
> > you need to duplicat
On Wed, 17 Mar 1999, J. Lautenbag wrote:
> >Ok, I didn't know that Memory Mapper of 128kb existed. But does someone
> >have an MSX2 with 128kb of VRAM and only 128kb of Mapper?
>
> All Philips MSX2 (except the 8230 I think) had 128 kB VRAM and
> a 128 kB memory mapper.
That's very good for VRAM
Marco Antonio Simon dal Poz wrote:
> Beyond Metal Gear 2, do you know other Megarom games with 512kb of more?
There are some strategy Koei games, but I can't read
their names, they're completely in kanji! <:)
[][]s,
`:) Parn
ICQ# 1693182
[EMAIL PROTECTED]
--- "Music of the soul", Mitsuo
>Ok, I didn't know that Memory Mapper of 128kb existed. But does someone
>have an MSX2 with 128kb of VRAM and only 128kb of Mapper?
All Philips MSX2 (except the 8230 I think) had 128 kB VRAM and
a 128 kB memory mapper.
>Beyond Metal Gear 2, do you know other Megarom games with 512kb of more?
Hy
On Tue, 16 Mar 1999, Maarten ter Huurne wrote:
> At 02:40 PM 3/15/99 -0300, you wrote:
>
> >> And ROM pages are 8K in size, mapper pages 16K. This means that sometimes
> >> you need to duplicate ROM pages in the mapper to allow all combinations
> >> used by the game. Example: ROM page 0 and 4 ar
At 02:40 PM 3/15/99 -0300, you wrote:
>> And ROM pages are 8K in size, mapper pages 16K. This means that sometimes
>> you need to duplicate ROM pages in the mapper to allow all combinations
>> used by the game. Example: ROM page 0 and 4 are used together, just as ROM
>> page 0 and 13. In the mapp
> >>Mitsubish ML-G1 had 64K VRAM, I think.
> >
> >Philips has one also, I don't exactly know which type it was, but they
> >did have one. And it was not the 8280 :-) (nor was it the 8235, because
> >I had that one, nor the 8245 and 50, so it must have been one of the
> >others). And I actually kne
>> MH> It is possible to make an MSX2 with only 64K VRAM. Such a machine
>> MH> would not have SCREEN 7 and SCREEN 8, not even a single page, because
>> MH> VRAM timing requires two RAM ICs connected. Does anyone know if
>> MH> machines with 64K VRAM were ever actually made?
>>
>>Mitsubish ML-G1 h
On Mon, 15 Mar 1999, jam wrote:
> Hi, Maarten:
>
> MH> It is possible to make an MSX2 with only 64K VRAM. Such a machine
> MH> would not have SCREEN 7 and SCREEN 8, not even a single page, because
> MH> VRAM timing requires two RAM ICs connected. Does anyone know if
> MH> machines with 64K V
> Hi, Maarten:
>
> MH> It is possible to make an MSX2 with only 64K VRAM. Such a machine
> MH> would not have SCREEN 7 and SCREEN 8, not even a single page, because
> MH> VRAM timing requires two RAM ICs connected. Does anyone know if
> MH> machines with 64K VRAM were ever actually made?
>
>
> H. My version is made by (surprise!) Martos. The Great Martos!!!
> I'm afraid itsn't online. I have made a CD with my private collection of ROM
> files and all the games adapted by Martos. I'm going to mount a FTP with the
> contents of this CD soon ;-)
>
> By the way, I can send to you the
Hi there,
> MH> It is possible to make an MSX2 with only 64K VRAM. Such a machine
> MH> would not have SCREEN 7 and SCREEN 8, not even a single page, because
> MH> VRAM timing requires two RAM ICs connected. Does anyone know if
> MH> machines with 64K VRAM were ever actually made?
>
>Mitsubish ML
Hi, Maarten:
MH> It is possible to make an MSX2 with only 64K VRAM. Such a machine
MH> would not have SCREEN 7 and SCREEN 8, not even a single page, because
MH> VRAM timing requires two RAM ICs connected. Does anyone know if
MH> machines with 64K VRAM were ever actually made?
Mitsubish ML-G1
Hi, Maarten:
>> MH> only have to look for #32 #00 #xx, where #xx is in a set of page
>> MH> switch addresses (example of such a set: { #50, #70, #90, #A0 }
>> MH> ).
>>
>> Hmmm. #A0? I think it would be #B0 :)
MH>
MH> Yes, you're right.
MH> After all those years, I still can't count pr
On Fri, 12 Mar 1999, jam wrote:
> Hola Marco Antonio:
>
> >> Frank Martos, from Spain, made that many times. He adapted many
> >> megaROMs for using diskdrive instead of RAM. And he had to
> >> reconstruct most of games, due to the same trouble: the
> >> page-switching.
> MP>
> MP> REALLY?
On Sat, 13 Mar 1999, Maarten ter Huurne wrote:
> At 08:34 PM 03/12/99 -0300, you wrote:
>
> >Yes, but it would be better to search for both { 40, 60, 80, A0 } and {
> >50, 70, 90, B0 }.
>
> I think the user should specify the set. One game only uses one set,
> searching for sets used by other g
Hola Marco Antonio:
>> I have a cracked version of Firebird that loads on 128K RAM + 128K
>> Vram and It doesn't slow down at any time :)
MP>
MP> But Hinotori is a 128kb game. So, why do you need VRAM? BTW, Hinotori
Because you can not use the entire 128KB RAM, since you have to reserve the
Hola Marco Antonio:
>> Frank Martos, from Spain, made that many times. He adapted many
>> megaROMs for using diskdrive instead of RAM. And he had to
>> reconstruct most of games, due to the same trouble: the
>> page-switching.
MP>
MP> REALLY? That's incredible! And which games did he conver
At 10:28 AM 03/11/99 +0100, you wrote:
> MH> Most games use LD (),A for all switching. In that case, you only
> MH> have to look for #32 #00 #xx, where #xx is in a set of page switch
> MH> addresses (example of such a set: { #50, #70, #90, #A0 } ).
>
>Hmmm. #A0? I think it would be #B0 :)
At 08:34 PM 03/12/99 -0300, you wrote:
>Yes, but it would be better to search for both { 40, 60, 80, A0 } and {
>50, 70, 90, B0 }.
I think the user should specify the set. One game only uses one set,
searching for sets used by other games will only give false hits.
>But Hinotori is a 128kb game
On Thu, 11 Mar 1999, jam wrote:
> Hi, Maarten:
>
> MH> Most games use LD (),A for all switching. In that case, you only
> MH> have to look for #32 #00 #xx, where #xx is in a set of page switch
> MH> addresses (example of such a set: { #50, #70, #90, #A0 } ).
>
> Hmmm. #A0? I think it w
Hi, Maarten:
MH> Most games use LD (),A for all switching. In that case, you only
MH> have to look for #32 #00 #xx, where #xx is in a set of page switch
MH> addresses (example of such a set: { #50, #70, #90, #A0 } ).
Hmmm. #A0? I think it would be #B0 :)
>> Konami games cracked to ru
On Fri, 12 Mar 1999, Hans Korving wrote:
> Dudes, I realy apriciate all the reactions, but does someone hase the
> schematics to make a MegaRAM my self? please?
I was describing the functioning of Megaram exactly because I don't know
anyone who has this schematics.
I think that a Brazilian
: vrijdag 12 maart 1999 15:57
Subject: Re: MegaRAM (was: cracked 24k ROMs)
>At 06:28 PM 3/11/99 -0300, you wrote:
>
>>> Sound data for MG2 is quite large (about 80K). Although not all songs
are
>>> necessary at the same time, the least that is necessary is the replayer,
>>
At 06:28 PM 3/11/99 -0300, you wrote:
>> Sound data for MG2 is quite large (about 80K). Although not all songs are
>> necessary at the same time, the least that is necessary is the replayer,
>> the current song and most sound effects. Not cutting sound in the 256K
>> version must have been close
On Thu, 11 Mar 1999, Maarten ter Huurne wrote:
> At 09:56 AM 3/11/99 -0300, you wrote:
>
> [Solid Snake]
> >> The 256K version is without sound however, so it is not equal to the 512K
> >> version.
> >
> >Why this conversion cut the sound? Did it cut the PSG sound?
>
> All sound.
> Sound data f
At 09:56 AM 3/11/99 -0300, you wrote:
[Solid Snake]
>> The 256K version is without sound however, so it is not equal to the 512K
>> version.
>
>Why this conversion cut the sound? Did it cut the PSG sound?
All sound.
Sound data for MG2 is quite large (about 80K). Although not all songs are
necess
Marco Antonio Simon dal Poz wrote:
> > MegaRAM does allow such a page switch, right?
>
> Yes, Megaram accepts the block number in every memory position within the
> addressable area of the block. LD (4000h),A and LD (5FFFh),A have the same
> effect (after a OUT (8Eh),A ). This happened exactly b
On Wed, 10 Mar 1999, Maarten ter Huurne wrote:
> At 09:58 AM 3/10/99 -0300, you wrote:
>
> >That's ok for Konami, Compile and T&E Soft games, but there are some
> >strange ones that does use other ways of block switching. BTW, T&E does
> >use very often LD HL,0302h / LD (9FFFh),HL
>
> Hmmm, ROM
On Tue, 9 Mar 1999, jam wrote:
> Hola Marco Antonio:
>
> >> But many of those 128K cracks had bugs (Vampire Killer, King's
> >> Valley) or slowdowns (Firebird). I think Maze of Galious did run
> >> fine, though.
> MP>
> MP> Konami games cracked to run using high part of VRAM??? This should
On Mon, 8 Mar 1999, jam wrote:
> Hola Marco Antonio:
>
> MP> But Nemesis I does frequent block switching, and how did he made this
> MP> conversion? You wouldn't believe, but he reconstructed the entire
> MP> game, joining the routines that were most frequently accessed,
> MP> reducing the b
At 09:58 AM 3/10/99 -0300, you wrote:
>That's ok for Konami, Compile and T&E Soft games, but there are some
>strange ones that does use other ways of block switching. BTW, T&E does
>use very often LD HL,0302h / LD (9FFFh),HL
Hmmm, ROMs like that would be difficult to adapt for ESE-SCC.
MegaRAM d
Hola Marco Antonio:
>> But many of those 128K cracks had bugs (Vampire Killer, King's
>> Valley) or slowdowns (Firebird). I think Maze of Galious did run
>> fine, though.
MP>
MP> Konami games cracked to run using high part of VRAM??? This should be
MP> very slow!
It isn't slow! I have som
Hola Marco Antonio:
MP> But Nemesis I does frequent block switching, and how did he made this
MP> conversion? You wouldn't believe, but he reconstructed the entire
MP> game, joining the routines that were most frequently accessed,
MP> reducing the block switching rate at a minimum! But, h
On Tue, 9 Mar 1999, Maarten ter Huurne wrote:
> At 09:44 AM 3/8/99 -0300, you wrote:
>
> >All right, if there's programmer's intervention, then everything should be
> >right! Sometime ago, I tried something like that, but I couldn't detect
> >when a LD (16-bit register),A or LD (address),another
At 09:44 AM 3/8/99 -0300, you wrote:
>All right, if there's programmer's intervention, then everything should be
>right! Sometime ago, I tried something like that, but I couldn't detect
>when a LD (16-bit register),A or LD (address),another 8-bit register was a
>block switching.
Most games use L
On Sat, 6 Mar 1999, Maarten ter Huurne wrote:
> What I had in mind as "semi-automatic" is less automatic than your
> approach. It would locate all LD (x000h),A instructions, dump the bytes
> around it to your screen and then ask you "modify yes/no?". Usually, by
> looking at the bytes surrounding
At 06:06 PM 03/06/99 -0300, you wrote:
>Semi-automatic conversion is a bit dangerous! Some time ago, I tried to
>make the conversion of some MegaROM games to run directly from the disk,
>dispensing the using of extra memory (MegaRAM or Memory Mapper). The
>technique consists of exchanging LD (x00
On Fri, 5 Mar 1999, Maarten ter Huurne wrote:
> It's pretty easy to adapt a ROM file to work on a different MegaROM type.
> Depending on the ROM, it typically takes 2 to 15 minutes. And that is
> manually in a hex editor, semi-automatic conversion could be much faster.
Semi-automatic conversion
On Sat, 6 Mar 1999, Maarten ter Huurne wrote:
> At 01:46 PM 03/06/99 +0100, you wrote:
>
> >>But my LDIR transfers only 2kb of data (just 4 sectors) and this happens
> >>while the head is moved, so no time is lost!
> >
> >And you think slotswitching is slower than LDIRing 2048kB of data???
>
>
On Sat, 6 Mar 1999, Laurens Holst wrote:
> >> So, no LDIR's needed and reading will be done at the maximum transferrate
> >> which you can theoretically achieve with a floppydisk controller.
> >
> >But my LDIR transfers only 2kb of data (just 4 sectors) and this happens
> >while the head is moved
At 01:46 PM 03/06/99 +0100, you wrote:
>>But my LDIR transfers only 2kb of data (just 4 sectors) and this happens
>>while the head is moved, so no time is lost!
>
>And you think slotswitching is slower than LDIRing 2048kB of data???
It doesn't matter: as long as it's done before the head reaches
On Fri, 5 Mar 1999, Alex Wulms wrote:
> ] Why did he used memman? Isn't direct control of the Memory Mapper faster?
> I used memman to make fastcopy compatible with any other memory hungry
> program that used memman. At the time that I wrote fasctopy 3.0, memman was
> still a very promising ini
>> So, no LDIR's needed and reading will be done at the maximum transferrate
>> which you can theoretically achieve with a floppydisk controller.
>
>But my LDIR transfers only 2kb of data (just 4 sectors) and this happens
>while the head is moved, so no time is lost!
And you think slotswitching i
On Fri, 5 Mar 1999, Alex Wulms wrote:
> ] In SDC, first I selected the memory blocks and after I read the entire
> ] track. Of course 2 tracks have 18kb, and 2 blocks of Megaram (or 1 block
> ] of Mapper) have 16kb, but this can be solved with some LDIRs.
> In fastcopy, I read 32 sectors and then
] In SDC, first I selected the memory blocks and after I read the entire
] track. Of course 2 tracks have 18kb, and 2 blocks of Megaram (or 1 block
] of Mapper) have 16kb, but this can be solved with some LDIRs.
In fastcopy, I read 32 sectors and then switch memory. In most cases,
switching memor
On Fri, 5 Mar 1999, Alex Wulms wrote:
> The main problem with memman is that you can get memory from different slots.
> And you do not know in advance in which order the memory will be allocated.
> So, in the worst case scenario, each and every memory switch is a slotswitch
> between memory in
On Fri, 5 Mar 1999, Alex Wulms wrote:
> ] Why did he used memman? Isn't direct control of the Memory Mapper faster?
> I used memman to make fastcopy compatible with any other memory hungry
> program that used memman. At the time that I wrote fasctopy 3.0, memman was
> still a very promising ini
At 07:58 PM 3/4/99 +0100, you wrote:
>>The biggest advantage was that Memman can find ANY RAM present on the
>system.
>>Not only mappers, but also old Sony and Philips RAM extensions. But not
>>MegaRAM... Hmm, maybe we should extend MemMan so it can use MegaRAM as
>well?
>>Anyone?
>
>Yeah right.
At 11:34 AM 3/4/99 -0300, you wrote:
>> So MegaRAM only supports Konami cartridges.
>>
>> Isn't there some MegaRAM-alike around which also supports the other
>> cartridge-types, which works for eample like this:
>>
>> OUT (#8E),00 sets Konami Cartridge
>> OUT (#8E),00 sets other cartridge etc e
>At the time that I wrote fasctopy 3.0, memman was
>still a very promising initiative. Too bad that most people choose to
ignore
>it. Memman is fast enough for the memory mapper control. Provided that you
>use some tricks ;-). Perhaps that the need for these tricks where the main
>reason why most
] Why did he used memman? Isn't direct control of the Memory Mapper faster?
I used memman to make fastcopy compatible with any other memory hungry
program that used memman. At the time that I wrote fasctopy 3.0, memman was
still a very promising initiative. Too bad that most people choose to ign
] Erm nope. There are two types of action. (1) Searching memory. This has to
] be done only once, so speed it not really an issue here. (2) Switching
] memory. This has to be done quite often, but not that often, so speed is
] interesting here. But not really for a copier... Anyway, Memman is slig
On Thu, 4 Mar 1999, Laurens Holst wrote:
> >Wow! I could do it, if someone send me the source code of MEMMAN. That's
> >quite simple (for who works with Megaram for several years)!
>
> Well the only developer of Memman I know is Jan v/d Meer of "Noorder Baken"
> in MCCM. He should have the sourc
On Thu, 4 Mar 1999, Laurens Holst wrote:
> >And always remember: Megaram was created BEFORE Memory Mapper!
>
> Whow!!!
>
> Then it must be OLD!!!
Yes, Ademir Carchano created the first Megaram 256kb in 1987, just one
year after the born of the first Megarom game: Nemesis (1986).
But the 8kb b
>> Why did he used memman? Isn't direct control of the Memory Mapper faster?
>
>The biggest advantage was that Memman can find ANY RAM present on the
system.
>Not only mappers, but also old Sony and Philips RAM extensions. But not
>MegaRAM... Hmm, maybe we should extend MemMan so it can use MegaRA
>Wow! I could do it, if someone send me the source code of MEMMAN. That's
>quite simple (for who works with Megaram for several years)!
Well the only developer of Memman I know is Jan v/d Meer of "Noorder Baken"
in MCCM. He should have the sources. However, I'm not sure, but I've heard
rumors tha
>And always remember: Megaram was created BEFORE Memory Mapper!
Whow!!!
Then it must be OLD!!!
~Grauw
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
quotes :-) Problems? contact [EMAI
On Thu, 4 Mar 1999, Laurens Holst wrote:
> ??? If it's available in Holland and works in Dos2-environment I'd like to
> have such a thing... Then I could make a ROM-collection on my harddisk...
> ???
>
There's no need for a multi-purpose MegaRAM, since the "ExecROM"
program can patch al
On Thu, 4 Mar 1999, Manuel Bilderbeek wrote:
> > Why did he used memman? Isn't direct control of the Memory Mapper faster?
>
> The biggest advantage was that Memman can find ANY RAM present on the system.
> Not only mappers, but also old Sony and Philips RAM extensions. But not
> MegaRAM... Hm
> Why did he used memman? Isn't direct control of the Memory Mapper faster?
The biggest advantage was that Memman can find ANY RAM present on the system.
Not only mappers, but also old Sony and Philips RAM extensions. But not
MegaRAM... Hmm, maybe we should extend MemMan so it can use MegaRAM a
> > Why did he used memman? Isn't direct control of the Memory Mapper faster?
Memman is quite fast. It's not such a big deal. Examine the code and you
will see it's just a couple of jumps and the neccessary stuff.
> Faster indeed. But eigther you only use one mapper, which is a serious
> limitat
On Thu, 4 Mar 1999, Marco Antonio Simon dal Poz wrote:
> Why did he used memman? Isn't direct control of the Memory Mapper faster?
Faster indeed. But eigther you only use one mapper, which is a serious
limitation, or you have to search all the memory yourself, which makes it
about just as fast.
On Thu, 4 Mar 1999, Manuel Bilderbeek wrote:
> In Holland Alex Wulms (Xelasoft) made a very fast diskcopier that uses the
> Memory Mapper (and MemMan) and also directly uses the FDC, called FastCopy
> 3.0. I guess it's not needed to make your SDC for mapper But if you want
> to, you can as
On Thu, 4 Mar 1999, Laurens Holst wrote:
> So MegaRAM only supports Konami cartridges.
>
> Isn't there some MegaRAM-alike around which also supports the other
> cartridge-types, which works for eample like this:
>
> OUT (#8E),00 sets Konami Cartridge
> OUT (#8E),00 sets other cartridge etc etc.
> I created a very fast disk copier called SDC (Super Disk Copy) that uses
> all models of Megaram, and can format and copy a 720kb disk (with normal
> formatting) with no disk changes (of course you still need to remove the
> source disk and put the destination disk, if you have only 1 drive)! Bu
So MegaRAM only supports Konami cartridges.
Isn't there some MegaRAM-alike around which also supports the other
cartridge-types, which works for eample like this:
OUT (#8E),00 sets Konami Cartridge
OUT (#8E),00 sets other cartridge etc etc...
??? If it's available in Holland and works in Dos2-e
On Thu, 4 Mar 1999, Alwin Henseler wrote:
> Okay, just so that anyone can build this, or emulate it (oops...),
> can you please fill in the details?
Yes, no problem. About emulation, BrMSX already emulates some Megaram
models.
> -IN xx,(8Eh) sets "write enable mode"
> -OUT (8Eh),xx sets "bloc
Marco Antonio Simon dal Poz <[EMAIL PROTECTED]> wrote:
> > Is it possible to make the MegaRAM yourself using all new parts?
> > Or do you need old cartridges?
> > Anybody has any schematics?
>
> It's perfectly possible. You can use the same memory IC's used in Memory
> Mapper. The difference
77 matches
Mail list logo