Hi, I have asked this a couple of times on the forum but haven't got the answer I wanted.
I don't know a lot of this stuff, but I use the Kazzo cartridge "INL Retro" Dumper-Programmer and uses the scrips (or codes?) included in the program anago_WX. This works fine, but the mapper for Battletoads (I think is an AOROM) are not included.
Simply put:
This is the script for MMC4: "board <- {
mappernum = 10,
cpu_romsize = 2 * mega, cpu_banksize = 0x2000,
ppu_romsize = 1 * mega, ppu_banksize = 0x1000,
ppu_ramfind = false, vram_mirrorfind = false
};
function cpu_dump(d, pagesize, banksize)
{
for(local i = 0; i < pagesize - 2; i += 2){ //Read all but last two banks
cpu_write(d, 0xA000, i); //8KB bank @ $8000
cpu_read(d, 0x8000, banksize * 2); //Read 8KB bank from $8000-9FFF
}
//Read last 2x 8KB ($C000-FFFF fixed to last)
cpu_read(d, 0xC000, banksize * 1);
cpu_read(d, 0xE000, banksize * 1);
}
function ppu_dump(d, pagesize, banksize)
{
for(local i = 0; i < pagesize; i+=2){
//just set both banks so we don't have to worry about auto-switching
cpu_write(d, 0xB000, i); //4KB bank @ $0000
cpu_write(d, 0xC000, i); //4KB bank @ $0000
cpu_write(d, 0xD000, i | 1); //4KB bank @ $1000
cpu_write(d, 0xE000, i | 1); //4KB bank @ $1000
ppu_read(d, 0x0000, banksize * 2); //Read 8KB (entire CHR space $0000-1FFF
}
}"
How does the one for Battletoads (PAL) looks like? (Please add code)
PS This is the guide I use when dumping games: http://www.neogaf.com/forum/showthread. ... st72806661
Hope you guys can help me
I don't know a lot of this stuff, but I use the Kazzo cartridge "INL Retro" Dumper-Programmer and uses the scrips (or codes?) included in the program anago_WX. This works fine, but the mapper for Battletoads (I think is an AOROM) are not included.
Simply put:
This is the script for MMC4: "board <- {
mappernum = 10,
cpu_romsize = 2 * mega, cpu_banksize = 0x2000,
ppu_romsize = 1 * mega, ppu_banksize = 0x1000,
ppu_ramfind = false, vram_mirrorfind = false
};
function cpu_dump(d, pagesize, banksize)
{
for(local i = 0; i < pagesize - 2; i += 2){ //Read all but last two banks
cpu_write(d, 0xA000, i); //8KB bank @ $8000
cpu_read(d, 0x8000, banksize * 2); //Read 8KB bank from $8000-9FFF
}
//Read last 2x 8KB ($C000-FFFF fixed to last)
cpu_read(d, 0xC000, banksize * 1);
cpu_read(d, 0xE000, banksize * 1);
}
function ppu_dump(d, pagesize, banksize)
{
for(local i = 0; i < pagesize; i+=2){
//just set both banks so we don't have to worry about auto-switching
cpu_write(d, 0xB000, i); //4KB bank @ $0000
cpu_write(d, 0xC000, i); //4KB bank @ $0000
cpu_write(d, 0xD000, i | 1); //4KB bank @ $1000
cpu_write(d, 0xE000, i | 1); //4KB bank @ $1000
ppu_read(d, 0x0000, banksize * 2); //Read 8KB (entire CHR space $0000-1FFF
}
}"
How does the one for Battletoads (PAL) looks like? (Please add code)
PS This is the guide I use when dumping games: http://www.neogaf.com/forum/showthread. ... st72806661
Hope you guys can help me