344 lines
9.2 KiB
Plaintext
344 lines
9.2 KiB
Plaintext
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______ _____ _____ _______ ___ ___
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/ __/ /. _ \ ___/ __/ |____ \___ /. \/ \
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\___ .\// |. \ / . \__ .\ |. _/ \// .\
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/. \\ |: .\ __/ \\ || | .\ ! \ \/. \
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\______ /___|____/____\____ / |__| \\___/____||: \
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By Mind Rape \___/ |______/
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v1.5 (C) Damaged Cybernetics 1994-95
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This document main goal is show where one can find the SNES ROM
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information. Most of this information was collected thru hacking
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the rom to death and help from Norm/Yoshi/chp.
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License codes are taken from SU and probably incorrect.
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Source? None here, if you are going to screw with the bin,
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you probably know what you are doing (HOPEFULLY).
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If you have any questions, comments,corrections, additional information,
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you can either find me on IRC as (MindRape) or you can send me email
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(much prefered) mind@primenet.com. Also if you write anything
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interesting then send it to me!
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You may distribute this document freely, but you may not change
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the information here and redistribute. If you use this information
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please credit me. You steal this information and say you did it,
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you know it's a LIE and there you are.
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=[SNES ROM Makeup]===========================================================
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ROM Title : 21 Bytes
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* Titles are all in upper case
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* Japanese titles are in high ascii values
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good rule of thumb if you can't read the title and
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it's country code is Japan and your American,
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you probably can't play it. :>
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Rom Makeup : 7654 3210
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0000-0000
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|__| |__|
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| |
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| |___Bank Size 0001 = HiROM (64K Banks Mode 21)
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| 0000 = Low Rom (32K Banks Mode 20)
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|________ROM Speed 0111 = Fast Rom
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0000 = Slow Rom
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* Could someone give the correct
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* speeds of the ROMs? I got
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* conflicting answers.
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ROM Type : 1 Byte
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Hex ROM Type
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---------------------
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00 ROM
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01 ROM/RAM
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02 ROM/SRAM
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03 ROM/DSP1
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04 ROM/DSP1/RAM
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05 ROM/DSP1/SRAM
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06 FX
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* SRAM = Save Ram
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* DSP1 = Nintendo's 1st generation of DSP (Math coprocessor)
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* FX = RISC based math coprocessor
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Only a couple of games support the FX Chip, Star Fox
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is the most well known one.
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ROM Size : 1 BYTE
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Hex Size
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--------------
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08 2 Mbit
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09 4 Mbit
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0A 8 Mbit
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0B 16 Mbit
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0C 32 Mbit
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* As of this documentation 32MBit ROMs are the largest that
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Nintendo currently uses. Rumors of a 40+ kart are around,
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but cannot be verified.
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* 8MBit ROMs are the most common in the entire library of
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SNES karts
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* ROMs are always multiples 2, thus 2MBit ROMs are the smallest
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Space Invaders (c) Taito is a 2MBit ROM (Japan only)
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* Easy way to calc rom size without a lookup table
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1 << (ROM_SIZE - 7) MBits
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ie. 8Mbit ROMs = 0Ah = 10d
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1 << (0A-7) = 8 Mbit
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SRAM Size : 1 BYTE
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Hex Size
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--------------
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00 No SRAM
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01 16 Kbit
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02 32 Kbit
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03 64 Kbit
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* 64Kbit is the largest SRAM size that Nintendo currently uses.
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* 256Kbit is standard for most copiers.
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* Easy way to calc SRAM Size without a lookup table
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1 << (3+SRAM_BYTE) Kbits
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ie. 16Kbit = 01
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1 << (3+1) = 16
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COUNTRY CODE : 1 BYTE
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Hex Country Video Mode
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------------------------------------------
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00 Japan (NTSC)
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01 USA (NTSC)
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02 Europe, Oceania, Asia (PAL)
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03 Sweden (PAL)
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04 Finland (PAL)
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05 Denmark (PAL)
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06 France (PAL)
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07 Holland (PAL)
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08 Spain (PAL)
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09 Germany, Austria, Switz (PAL)
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10 Italy (PAL)
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11 Hong Kong, China (PAL)
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12 Indonesia (PAL)
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13 Korea (PAL)
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* Country Codes are from SU.INI, could someone verify these?
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LICENSE : 1 BYTE
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0 <Invalid License Code>
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1 Nintendo
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5 Zamuse
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8 Capcom
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9 HOT B
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10 Jaleco
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11 STORM (Sales Curve) (1)
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15 Mebio Software
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18 Gremlin Graphics
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21 COBRA Team
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22 Human/Field
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24 Hudson Soft
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26 Yanoman
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28 Tecmo (1)
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30 Forum
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31 Park Place Productions / VIRGIN
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33 Tokai Engeneering (SUNSOFT?)
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34 POW
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35 Loriciel / Micro World
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38 Enix
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40 Kemco (1)
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41 Seta Co.,Ltd.
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45 Visit Co.,Ltd.
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53 HECT
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61 Loriciel
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64 Seika Corp.
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65 UBI Soft
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71 Spectrum Holobyte
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73 Irem
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75 Raya Systems/Sculptured Software
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76 Renovation Pruducts
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77 Malibu Games (T*HQ Inc.) / Black Pearl
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79 U.S. Gold
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80 Absolute Entertainment
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81 Acclaim
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82 Activision
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83 American Sammy
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84 GameTek
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85 Hi Tech
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86 LJN Toys
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90 Mindscape
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93 Technos Japan Corp. (Tradewest)
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95 American Softworks Corp.
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96 Titus
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97 Virgin Games
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98 Maxis
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103 Ocean
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105 Electronic Arts
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107 Laser Beam
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110 Elite
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111 Electro Brain
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112 Infogrames
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113 Interplay
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114 LucasArts
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115 Sculptured Soft
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117 STORM (Sales Curve) (2)
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120 THQ Software
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121 Accolade Inc.
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122 Triffix Entertainment
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124 Microprose
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127 Kemco (2)
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130 Namcot/Namco Ltd. (1)
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132 Koei/Koei! (second license?)
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134 Tokuma Shoten Intermedia
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136 DATAM-Polystar
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139 Bullet-Proof Software
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140 Vic Tokai
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143 I'Max
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145 CHUN Soft
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146 Video System Co., Ltd.
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147 BEC
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151 Kaneco
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153 Pack in Video
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154 Nichibutsu
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155 TECMO (2)
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156 Imagineer Co.
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160 Wolf Team
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164 Konami
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165 K.Amusement
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167 Takara
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169 Technos Jap. ????
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170 JVC
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172 Toei Animation
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173 Toho
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175 Namcot/Namco Ltd. (2)
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177 ASCII Co. Activison
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178 BanDai America
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180 Enix
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182 Halken
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186 Culture Brain
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187 Sunsoft
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188 Toshiba EMI/System Vision
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189 Sony (Japan) / Imagesoft
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191 Sammy
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192 Taito
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194 Kemco (3) ????
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195 Square
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196 NHK
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197 Data East
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198 Tonkin House
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200 KOEI
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202 Konami USA
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205 Meldac/KAZe
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206 PONY CANYON
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207 Sotsu Agency
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209 Sofel
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210 Quest Corp.
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211 Sigma
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214 Naxat
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216 Capcom Co., Ltd. (2)
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217 Banpresto
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219 Hiro
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221 NCS
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222 Human Entertainment
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223 Ringler Studios
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224 K.K. DCE / Jaleco
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226 Sotsu Agency
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228 T&ESoft
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229 EPOCH Co.,Ltd.
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231 Athena
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232 Asmik
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233 Natsume
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234 King/A Wave
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235 Atlus
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236 Sony Music
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238 Psygnosis / igs
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243 Beam Software
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244 Tec Magik
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255 Hudson Soft
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* License Codes are from SU.INI, could someone verify these?
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* I believe the # of licenses is low. Is it possible that
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License and Country codes are used in conjuction to produce
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that many more licenses?
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VERSION - 1 byte
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* The Version is interpeted this way.
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1.?? - (thanks to yoshi for the correction)
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CHECKSUM COMPLEMENT - 2 bytes the complement of the checksum :>
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The bits are reversed of the CHECKSUM
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CHECKSUM - 2 bytes Checksum of the bin
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* Anyone know how the checksum is calculated for the ROM?
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NMI/VBL Vector - 2 bytes - OFFSET 81FAh (lowrom)
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OFFSET 101FAh (hirom)
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RESET Vector - 2 bytes where to start our code at - OFFSET 81FCh (lowrom)
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- OFFSET 101FAh (hirom)
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* 8000h is common for Low Roms
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=[READING THE CORRECT BIN INFORMATION]==================================
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The bin information can be found in 2 possible places,
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a) End of the 1st 32K bank (Low ROM) (81c0h/w 512 byte header)
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b) End of the 1st 64K bank (HiROM) (101c0h/w 512 byte header)
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You could use UCON's method (author chp).
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The method is as followed:
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UCON's method is to OR the Checksum and the Complement. If the
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resulting value is FFFFh, then we found the correct location of
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to extract rest of the data out. HOWEVER! This fails on several
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karts, such as Castle Wolfenstien 3D and Super Tetris 3 for example.
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Reason being is that not all developers put the correct complement
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or bother even to implement it. I would suspect! That this maybe
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a ploy to keep other developers out of the bin, for if they can't
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find the reset vector, disassembling becomes a bit difficult.
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=[Other Information on SNES?]================================================
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Famicom Development FTP Site
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busop.cit.wayne.edu - pub/famidev
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Yoshi's SNES Documentation 2.3
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This is considered the BEST source of SNES hardware information,
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and the most complete!
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busop.cit.wayne.edu - pub/famidev/incoming/sndoc230.lzh
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=[w0rd!]=====================================================================
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w0rd to all following console dudes
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GoosE_,yoshi,sir jinx,chp,SHORYUKEN,_bubsy,felon,archimede
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rugalz,SinZ,dragonz,procyon,royce,hoodlem,bri_acid,kamikitty,
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norm,ZillionZ Members,grayarea,Victor,drunkfux(h0h0h0h0),dmessiah,
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piratendo
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<insert your favorite group(s) greet here> (heh)
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Later Mind Rape
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