SNES trained roms

Discussion in 'Super Everdrive' started by Megahurtz, Jul 6, 2011.

  1. Megahurtz

    Megahurtz Newly Registered

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    I just received my Super Everdrive yesterday and have been testing out a variety of roms on it. I am finding that the vast majority of roms that have had trainers added to them, tagged as [t1] or [t2], do not work. The Everdrive tries to boot them and just comes up with a black screen after flashing. Weirder yet, some boot but skip the intro with the trainer options.

    A specific example of the second type is T2 - The Arcade Game (J) [t1]. Loads and runs, but skips the trainer/intro, goes right into the actual game.

    T2 was an interesting example because in SNES9x, the intro comes up but none of the trainer options work (many trainers I tested did this too). However, in bsnes, the trainer is functional.

    I expected trained roms to work without much issue since they were originally designed to run on the actual SNES hardware. Has anybody else messed around with these? Is it a header issue? I read about UCONN64 in another post here, I'm going to check that out right now to see if I can make any progress with that. Any further help is appreciated!
     
  2. Greg2600

    Greg2600 Resolute Member

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    If there's a regular version of the ROM, just use that.
     
  3. Megahurtz

    Megahurtz Newly Registered

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    The verified good (!) dumps work just fine, but I want to use the trainers.
     
  4. MatthewCallis

    MatthewCallis Robust Member

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    Most trainers are made to work on copiers, not specifically on real hardware.
     
  5. Azathoth

    Azathoth Spirited Member

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    Yes. The Everdrive expects header information that a regular copier or the console itself ignores.
     
  6. TEOL

    TEOL Rising Member

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    GSHI is your friend. Use that site to get the Game Genie codes instead and copy paste into text file.

    And a stupid question but how does the text file have to be formatted? I told the guy to copy and paste above and I haven't even tried it for myself yet. lol.

    Does it have to have headers above stating what the cheat is or what.

    Doesn't state in the PDF manual.

    But I'm guessing once someone tells us it's probably a better way than the trainer anyway because of many special cheats available.
     
    Last edited: Jul 7, 2011
  7. Megahurtz

    Megahurtz Newly Registered

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    I think inputting Game Genie codes as a text file only works on the Genesis Everdrive. Native support was added to the Everdrive OS for that. I'd love to see the same happen to the SNES (hint, hint :)).

    I tried to fix T2 Arcade with ucon64, but I think I made things worse. It reported that the rom had a bad checksum, so I clicked the fix checksum button and then tested the outputted rom on the SNES. Instead of skipping the trainer/intro, it just went to a black screen.

    If the trainers not working is indeed a header issue, can somebody please post or link me to a tutorial on how to fix them?

    Alternatively, is it possible to patch a rom with Game Genie codes?
     
  8. Azathoth

    Azathoth Spirited Member

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    It is a total headache and not worth the trouble. Pretty much every trainer I've seen did standard codes that you could do with patch codes by themselves. Unless you've come across something truly unique just using patch codes or manually patching the ROM is vastly easier.

    Yes, there's a few easy to use programs available if you don't want to dive into hex editing. One off the top of my head is CCCP (Classic Cheat Code Patched maybe?), you can find it at GSHI in the download section.

    Be advised that once you patch the ROM you can't turn the codes off.
     
  9. TEOL

    TEOL Rising Member

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    Since you got one of the Supers. Did BS games like F-Zero 2 and others work natively without any 20 hex editing?

    That may get me to make the switch for the normal and BS games and just use the Powerpak for the DSP1 games only.
     
  10. MasterOfPuppets

    MasterOfPuppets Site Supporter 2013

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    As a rule of thumb, if it was a soundlink game, it won't work without more extensive hacking.

    http://en.wikipedia.org/wiki/List_of_Satellaview_broadcasts

    If it isn't, it'll just need a small change in the header to make it so the EverDrive will recognize it as the correct size.

    I think there is one F-Zero 2 ROM out there that'll work, but I'm not sure which one it is.
     
  11. Megahurtz

    Megahurtz Newly Registered

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    I tested out CCCGP and tried patching 6 Game Genie codes into T2 Arcade:

    infinite missiles p1
    infinite missiles p2
    infinite energy p1
    infinite energy p2
    infinite gun power p1
    infinite gun power p2

    Copied the patched rom to the SD card and loaded it on the Super Everdrive. Booted the rom, seemed fine, saw the copyright screen and then the title screen. Upon pressing start, the snes froze on a black screen though. Went back to CCCGP, only patched with the p1 codes, and tested on the Everdrive. Game could then start, but none of the codes I patched worked.

    I'm going to test patching a couple other games with CCCGP, but has anybody successfully patched snes roms themselves with it?

    I would still prefer to get the trainers working since you could control which cheats you want to apply every time you load the game...
     
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