Donor cart for Mega Man Wily Wars/Rockman Mega World

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Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#42328)
OK, does anyone know which Genesis cart would work as a donor cart for a Mega Man: The Wily Wars or Rockman Megaworld repro? I found a guy that can flash the chips, but he doesn't know which donor cart to use, though he heard there is only one that can be used. I know Mega Man: The Wily Wars uses an uncommon save method, though I can't remember what it is (not SRAM [battery] or FRAM [like Sonic 3]). Its whatever save method isn't compatible with Kega Fusion (or at least wasn't before the newest update, haven't tried the newest one yet). If anyone has any leads, that would be great, thanks.

edit: I just remembered, it saves with EEPROM, so a donor cart would need to save with EEPROM. Genesis games are usually just the 2 chips and thats it, right? no mappers like an NES game or anything, correct? If so, any EEPROM saving game should be a candidate for this, right?

by on (#42453)
come on guys, really? last time I was here I had 15 guys jump in immediately to tell me what a noob I am and say 27 things wrong with the question I just asked, now nothin? What, did everyone die off or something? I know its not NES, but SOMEONE must work in the Genesis field.

by on (#42454)
SEEPROM games aren't necessarily all the same; unlike other consoles, Genesis doesn't really have a default way to decode save memory, it's up to the developer/publisher. Chances are though, it's a discrete circuit similar to NBA Jam's which uses a 74138 for decoding, a 7474 to latch output data and the SEEPROM's clock, then a 74244 to interface with the open collector I2C bus.

by on (#42554)
http://code.google.com/p/genplus-gx/sou ... w/eeprom.c

by on (#42663)
The SRAM mapper is standard on all existing MD games... the EEPROM mappers very from game to game. I think there's at least 5 different EEPROM mappers (+1 that I created for my own game :P)...
I don't have a Rockman cart so I cannot comment on what kind of method it uses. I know that there's a version which uses regular SRAM mapper instead of EEPROM...

by on (#42667)
TmEE wrote:
The SRAM mapper is standard on all existing MD games...

Standard huh? That's why it's decoded to the cartridge space all different ways? :wink:

by on (#42674)
Isn't MD SRAM "standard" at something like $200001 or so in address space? Reguardless of how it is decoded, isn't it always located here? And I've heard that Phantasy Star 4 which would have ROM mapped here too, has some register to determine wether ROM or RAM responds at any given time.

by on (#42676)
Well yeah, Sega boards decode it to the upper half of ROM space for efficiency, so a register/switching is necessary for games >16M.

by on (#42708)
So.... other than Sega boards there are bootlegs or something that do it different? So it seems to me like there is only small differences to SRAM setups.

by on (#42709)
Looking over my notes they don't vary as much as I thought, all seem to use A21; I thought some earlier boards used A20, NBA Jam (with SEEPROM) does afterall.

by on (#43025)
so...ahem...yes...since my knowledge is strictly limited to electrical theory and mechanical concepts (MCHE senior), I don't know shit about 16-bit code architecture. Could anyone drop me an answer that could actually point me in the direction of what cartridge I need?

by on (#43051)
Quote:
/* SEGA mapper (24C01 only) */
{{"T-12046" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Megaman - The Wily Wars */
{{"T-12053" }, 0xEA80, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Rockman Mega World (J) [A] */
{{"MK-1215" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Evander 'Real Deal' Holyfield's Boxing */
{{"MK-1228" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (U) */
{{"G-5538" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (J) */
{{"PR-1993" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Greatest Heavyweights of the Ring (E) */
{{"G-4060" }, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Wonderboy in Monster World */
{{"00001211-00"}, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Sports Talk Baseball */
{{"00004076-00"}, 0, {7, 0x7F, 0x7F, 0x200001, 0x200001, 0x200001, 0, 0, 1}}, /* Honoo no Toukyuuji Dodge Danpei */


Using one of the games in that list should work, but I can't guarantee it totally. ;b

Edit: At least for the nonvolatile memory. For the same ROM size..."Greatest Heavyweights of the Ring" should be what you want.

by on (#43058)
Before you go hunting down obscure carts, try checking out this post, in which Mottzilla hacked the Wily Wars ROM (E) to handle regular SRAM saving:

http://assemblergames.com/forums/showthread.php?t=21501

by on (#43104)
awww, that patch is sweet! what carts could I use if I got the patched version flashed to some chips? Also, how do I install the patch? I'm on a mac so I can't try it just yet, is it a double click and that's it type thing? I actually think a copy of "greatest heavyweights" is sitting for 99ยข at play n trade right now, and I doubt anyone is in a rush to buy it, you think I should try that instead?

by on (#43112)
I think it would actually be better to use one of the sports SEEPROM games as a donor cart, they're cheap and plentiful and you won't feel as bad as you would ruining a SRAM RPG/sought-after game.

by on (#43161)
kyuusaku wrote:
TmEE wrote:
The SRAM mapper is standard on all existing MD games...

Standard huh? That's why it's decoded to the cartridge space all different ways? :wink:


Games that use SRAM have it in $200000-$3FFFFF area, at least when you write 1 to $A13000-$A130FF area.

EEPROM games have things in a messy manner... my mapper only uses the $A13000-A130FF area for example...

by on (#43220)
so if I get this game:


Image

remove the original 2 chips, solder in some sockets, put in some flashed chips with the original european Mega Man Wily Wars ROM or Japanese Rockman Megaworld, it should work? Would the game still be region locked? If so, is there some way I could alter the ROM so it isn't region locked?

by on (#43240)
I don't know that the game you selected does the SEEPROM the same way. But if it did, you remove the MaskROM chips (or chips if there are two 8bit chips) but you leave the SEEPROM in there. Then patch the region code in mega man wily wars from E to U and it will run on a US Genesis.

by on (#43245)
I think you'll need to program a 27C160, will confirm when I find my screwdriver.

by on (#43421)
Bump. So, yeah, it contains a single 1M x 16 ROM which appears to be 27C160 compatible. (BTW, the official Sega EEPROM circuit is composed of a 7432, 74125 and 7474.)

by on (#43424)
What contains that? Greatest Heavyweights? Is it the same circuit that MM Wily Wars uses then?

by on (#43425)
Yeah Greatest Heavyweights/Mega Man and all the other Sega published SEEPROM games; at least I believe there is only one PCB--the 171-6584A.
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#165673)
Edit *sorry didn't even pay attention this wasn't in the reproduction section*

Figure it's best to bump this rather than start a new thread.

Just curious is it just me or does this game suffer slow down on a cart?

I tried the "E" rom and that doesn't work just black screen after produced by sega. So I then followed this tutorial "link below" for changing pal to ntsc and there must be something else that needs to be done as just changing the 45 to a 55 in the coding does not work either, even though it does change from "E" to "U" in the coding. This time it just gives a red screen after produced by sega.

http://www.sega-16.com/forum/archive/in ... -9893.html

So finally I got a copy of the version edited to NTSC and save ram and all that. Now it works fine but the 1st board I played on MM1 cutter soon as you get to the jumping bot right before cutter it has slow down and again gives major slowdown when you fight cutter.

I pulled out my nes Mega man 1 to make sure and there is no slowdown there. Is it a bad copy I have, is this just ported this way, or did I use a bad donor? I am not 100% sure which donor I used but the pcb is 171-6278A I think it was the Football 94 Joe Montana one.

I read this version has a teleport glitch where the game freezes.

http://www.epforums.org/showthread.php? ... AM-patched)

That's the version I used. I assumed he is the same person as Mottzilla? I do have the Mottzilla patch I just got it but it does appear to be the exact same rom I used. I could try using that file and see if it makes a difference.
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#165712)
The game is filled with slowdown.
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#165764)
I forget which, but there are lots of sports games with the usual SRAM mapping scheme that you can find for a dollar easily. I have a few in my parts bin so if I find one I'll pull it out and check which game it is.
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#165781)
mikejmoffitt wrote:
I forget which, but there are lots of sports games with the usual SRAM mapping scheme that you can find for a dollar easily. I have a few in my parts bin so if I find one I'll pull it out and check which game it is.



The donor I used has sram. I actually have a game store near me that has tons of these and I grabbed a bunch for $1. The problem is the guy knows what I want them for now so he magically wants more for them. Kind of annoying. I did manage to grab a few hundred common snes from him for $1, not sure why he thinks the 1000 common genesis he has are worth more than the 300 common snes he had but whatever.

At any rate, from my research this game as mentioned above just has slowdown on it's own throughout the game.
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#165783)
icemanxp300 wrote:
this game as mentioned above just has slowdown on it's own

So much for "Blast Processing" and "Genesis does what Nintendon't".
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#177450)
icemanxp300 wrote:
mikejmoffitt wrote:
I actually have a game store near me that has tons of these and I grabbed a bunch for $1. The problem is the guy knows what I want them for now so he magically wants more for them. Kind of annoying. I did manage to grab a few hundred common snes from him for $1, not sure why he thinks the 1000 common genesis he has are worth more than the 300 common snes he had but whatever.



He probably figures that if you're profiting off other people's IP by bootlegging carts, he deserves a bit of profit too. :)
Re: Donor cart for Mega Man Wily Wars/Rockman Mega World
by on (#178339)
(Move to Reproduction subforum, please. :) )