Hey all,
First post here, I float around from forum to forum, and wound up here. Why you ask? Well nes repro's of course! Just got my ebay eprom programmer, and fixed up my copy of Lagrange Point to play in english and replaced the save battery. I'm sure that all you guys here know that soldering can end up like potato chips, and you're always looking for stuff to keep your hands busy.
Now I know Lagrange Point is an easy one, just one ROM chip to solder over with the Konami IC having the same pinout as a M27c4001. Which leads me to my 2 questions.
I know I've stumbled across a list of Eproms that also displays the factory mask rom chip numbers and shows good "substitution chips" Now I know as 32PIN 512KB eprom chips the pile of M27c4001 chips I already have could be used if I double up or quadruple up my CHR and PRG files to make them work on the larger chip. But I plan on making like 10 or more repros and I would honestly rather just get some 128KB and 256KB chips in addition. I doubt I'll be making too many 28pin repros but we'll cross that bridge when I get there. At any rate, I can't seem to find said list of EPROM compatibles anymore, so if anyone knows what I'm talking about/ could just name some EPROMS that I should have on hand to make repros/translations as I go then that would be awesome.
Second, I don't know too much about this, which is why I am here and asking for your guidance oh mighty hackers! Pinouts! I know that Lagrange Point is an unusually simple case. Most games have 2 mask roms and most require jumping a few pins, which kinda splits into two questions.
I've seen the pinout databases/guides on the wiki, and I know "if the pins on your eprom don't read the same, lift and jump" however....can someone provide a little bit of a tutorial on exactly how thats done..? Is it a matter of (just for example) if pin 19 is A8 on the mask rom, and A8 is actually pin 5 on the eprom, thats where you lift and jump?? I've only been looking at games which have established write-ups on what chips to use and what/where to solder, so I'm a bit confused on how one can "figure it out themselves" as I want to make english translations of my famicom carts of Radia Senki, Fire Emblem and Sword Master which there are not explicit write-ups for.
The final subquestion here, is over on romhacking theres a program which will scramble the pinout of a chip...has anyone used this with any success? For example, Final Fantasy 3 requires only 1 512kb 32pin chip. Part of the reason I got 10 M27c4001's - also I got them for like...3$ shipped. ANYWAY. I know that if you use that EPROM you need to lift and jump exactly 3 pins. If you use the eprom pinout re-mapper, does it actually work to write the Binary to the eprom, but change the way that the information is written so that no pins have to be jumped (even on a factory board doing a 1-1 swap?)
THANK YOU GUYS YOU ALL ROCK.
Sorry I know thats a lot, just excited to be making my own repros.
First post here, I float around from forum to forum, and wound up here. Why you ask? Well nes repro's of course! Just got my ebay eprom programmer, and fixed up my copy of Lagrange Point to play in english and replaced the save battery. I'm sure that all you guys here know that soldering can end up like potato chips, and you're always looking for stuff to keep your hands busy.
Now I know Lagrange Point is an easy one, just one ROM chip to solder over with the Konami IC having the same pinout as a M27c4001. Which leads me to my 2 questions.
I know I've stumbled across a list of Eproms that also displays the factory mask rom chip numbers and shows good "substitution chips" Now I know as 32PIN 512KB eprom chips the pile of M27c4001 chips I already have could be used if I double up or quadruple up my CHR and PRG files to make them work on the larger chip. But I plan on making like 10 or more repros and I would honestly rather just get some 128KB and 256KB chips in addition. I doubt I'll be making too many 28pin repros but we'll cross that bridge when I get there. At any rate, I can't seem to find said list of EPROM compatibles anymore, so if anyone knows what I'm talking about/ could just name some EPROMS that I should have on hand to make repros/translations as I go then that would be awesome.
Second, I don't know too much about this, which is why I am here and asking for your guidance oh mighty hackers! Pinouts! I know that Lagrange Point is an unusually simple case. Most games have 2 mask roms and most require jumping a few pins, which kinda splits into two questions.
I've seen the pinout databases/guides on the wiki, and I know "if the pins on your eprom don't read the same, lift and jump" however....can someone provide a little bit of a tutorial on exactly how thats done..? Is it a matter of (just for example) if pin 19 is A8 on the mask rom, and A8 is actually pin 5 on the eprom, thats where you lift and jump?? I've only been looking at games which have established write-ups on what chips to use and what/where to solder, so I'm a bit confused on how one can "figure it out themselves" as I want to make english translations of my famicom carts of Radia Senki, Fire Emblem and Sword Master which there are not explicit write-ups for.
The final subquestion here, is over on romhacking theres a program which will scramble the pinout of a chip...has anyone used this with any success? For example, Final Fantasy 3 requires only 1 512kb 32pin chip. Part of the reason I got 10 M27c4001's - also I got them for like...3$ shipped. ANYWAY. I know that if you use that EPROM you need to lift and jump exactly 3 pins. If you use the eprom pinout re-mapper, does it actually work to write the Binary to the eprom, but change the way that the information is written so that no pins have to be jumped (even on a factory board doing a 1-1 swap?)
THANK YOU GUYS YOU ALL ROCK.
Sorry I know thats a lot, just excited to be making my own repros.