DNSDies wrote:
http://www.romhacking.net/translations/764/
"Additional code hacking to allow emulation on more emulators" doesn't sound very promising. It's tough to make a cart out of a program you're not sure will work on hardware, since you'll not be sure whether the problem is your soldering/wiring or the software itself if things go wrong.
Quote:
The rom had to be expanded to accommodate the translation, and it won't work in an emulator if it can't play After Burner due to it really needing that mapper.
Memblers' point is that the original game is the simplest kind of cart there is, with no mapper at all, so it's weird that they picked such an exotic mapper to accommodate the changes, when something more traditional would probably have sufficed.
DNSDies wrote:
I need to drop an 8KB CHR rom to replace that, but it's putting a 28 pin rom into a 32 pin hole.
You don't NEED to drop an 8KB CHR-ROM though... If it's any easier for you, you could just use a larger chip and fill it with the same 8KB over and over. Whatever you decide to do, the basic rewiring rule doesn't change: match pins and holes that are labeled the same. When in doubt (sometimes /OE, /CE and such are not labeled consistently), compare the the pinouts of a 32KB mask ROM and a 32KB EPROM or FlashROM known to work without any rewiring, and use that as a reference.
EDIT: Checking out the documentation for mapper 68, I really can't see why they'd NEED it. The original game was NROM, meaning it had no CHR bankswitching at all. Japanese needs more characters than english, so it's not like they needed any expansion there. NROM also doesn't have any mirroring control, so I can't see why they'd need that. The PRG switching capabilities of mapper 68 are exactly the same as UNROM, one of the simplest and most common mappers around.
The only feature of this mapper that they might have used is the ability to map ROM for the name tables, maybe for a title screen or something of the sort, but that would be a very lazy thing to do.