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What's the point of expanding a ROM file for SNES reproductions? Also, can padding the ROM break the game?

Apr 8, 2018 at 9:30:31 PM
darksarcasm (0)
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< Tourian Tourist >
Posts: 38 - Joined: 07/08/2015
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I've read a few posts here and across the internet that say if you are using an (E)EPROM that's bigger than your game, it's a good practice to pad it with 0's at the end. What is the reason behind this? I read that some games might use it as copy protection, in the same way some games use the SRAM as part of copy protection - is this true?

Also, when making a Tales of Phantasia repro using two 32Mbit TSOPs, I found that padding the second TSOP might have broken the game. When I originally made it, I padded it out to fill up the entire space, and spent about 10 hours trying to figure out what was wrong. I ended up scrapping that board and using two different TSOPs, except this time I forgot to pad the second TSOP. But the game worked . I'm not sure if the padding is what was messing up the game, but is it possible that it was the culprit? Are there any recorded instances of padding a game, only for it not to work anymore? (I know the EEPROMs were in working order, since they verified fine by the programmer).

Thanks!


Edited: 04/08/2018 at 09:31 PM by darksarcasm

Apr 8, 2018 at 9:51:03 PM
darksarcasm (0)
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< Tourian Tourist >
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On this post - http://nintendoage.com/forum/mess...

MrPete said:
 
Originally posted by: MrPete1985

For using the 29F033 chips with smaller ROMs some games will work without padding but some will require it, I think FF5 needs to be padded from 24mbit to 32mbit or else you get a black screen with music after you press start at the beginning.
 

What is the mechanism for this? I checked a FFV ROM that I found (that works) and the data at the end of the ROM file is a bunch of 0xFFs. Expanding the ROM to include a bunch of 0x00s instead of 0xFFs seems counterintuitive to me.