BS Kaizou Tyoujin Shubibinman Zero REPRO CART HELP

Discussion in 'Unreleased Games Discussion' started by bart_simpson, Feb 3, 2013.

  1. bart_simpson

    bart_simpson Dauntless Member

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    Hi i would like to make m own repro cart for my own use only BS Kaizou Tyoujin Shubibinman Zero i was told it needs 256k sram to work could someone help me.

    I have a cart tryed and tested for the snes test burning cart works but this game just a black screen.

    I am useing m27c801 eproms.

    GQ-x3 programmer usb one i just got.
     
  2. KiddoCabbusses

    KiddoCabbusses Active Member

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    I'm not entirely sure why this is in the "unreleased" area. It's as released as a Satellaview game can be.

    Anyhow, I'm not sure who told you the game needed any SRAM. As far as I know, Shubibinman Zero doesn't perma-save anything (if it did, then you'd have a LOT of problems making a repro cart, because you'd need to modify the ROM so the SRAM format is the one standard Super Famicom games used.).

    Would you mind giving me some info on the nature of your ROM, by the way? DATs tend to have their own methods when storing Satellaview ROMs.
     
  3. bart_simpson

    bart_simpson Dauntless Member

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    Well in the emulator says 256kb sram hi ROM i have a other cart i will try today Sim city 2000 its hi ROM cart, Plus has 256kb sram.

    Here's where i got the rom i checked the header and no need to delete header,
    http://www.rom-world.com/file.php?id=32505

    If this is in the wrong section please change it.
     
  4. josiahgould

    josiahgould Spirited Member

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    As far as I know, you can't just burn a Satellaview ROM to a chip and expect it to work. The game is going to be looking for the Satellaview BIOS, so some hacking is going to be required for it to be standalone.
     
  5. KiddoCabbusses

    KiddoCabbusses Active Member

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    Taking this in regards to this specific case; Shubibinman Zero is a game that make fail on some ROM copiers and the SNES Powerpak, but it doesn't actually check the BS-X for anything, so it's not really needed.

    Your ROM seems as expected, so that's good.

    256kb sounds like the generic detection for a Satellaview compatible game (That's assuming it's detecting it properly mind), basically loading up an entire BS-X save file format. Emulators are still developing inr egard to Satellaview emulation.

    If you're really stuck here, I can try altering the header into a regular SNES header rather than

    using the ROM with it's original header. This shouldn't affect anything on a theoretical level, but I've been caught off-guard by certain things before...

    You can try asking Mottzilla for help on this as well.
     
  6. Zoinkity

    Zoinkity Site Supporter 2015

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    Don't delete headers on Sattellaview ROMs! Unlike SNES ROM games, the Sattellaview ROMs contain some important data. That's been a recent fad lately, along with deleting NES headers for some idiotic reason. From what I heard, you can't even burn the things back onto a Sattellaview without the header. These aren't SNES cart ROMs that effectively filled 0x200 bytes of clutter.

    BS games are very different from cart games. You happen to be dealing with one of the easier ones: no streaming audio, no BIOS probing, no extra frills and features. You might want to read up on No$Cash or the BS-X project's Sattellaview documentation to understand the differences.
     
  7. pichichi010

    pichichi010 Rising Member

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    Mario Paint has 256, but I made one with 64K.

    you need to change the memory accessing (if my terms are correct, since I know very little of hex hacking), but I forgot the offset #. this is for the Rom to boot up on the console.
     
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