Please note that I did not write any of these text files (unless otherwise stated) For educational purpouse only!!! If your file is listed here please let me know and I will give you credit... Kardionov's codes/programming text.
Psxchips.txt
start of psxchips.txt ----------------------------------------------------------------------------- Last modified 08/13/97 Special thanks go out to Dan Boris and Jim Shaw the information they've given me. ----------------------------------------------------------------------------- Today at work I took apart a Playstation and made an inventory of all of the IC's in it. I don't know if this is of any use, but anyway, here it is. Maxon 08/11/97 gpw0341@omega.uta.edu Mfg'd by : Sony Markings : CXD8561BQ Package : 208 pins. Purpose : either the CPU or GPU. don't know yet. need to research. Notes : This is probably an LSI/SGI/MIPS chip Sony has remarked. Mfg'd by : Sony Markings : CXD8606Q L9B0057 WJ92537 NNI 9722 Package : 208 pins. Purpose : either the CPU or GPU. again, I need to research it. Notes : This is probably an LSI/SGI/MIPS chip Sony has remarked. Mfg'd by : NEC Markings : 424805AL-A60 9718NV065 Package : 28 pins. Purpose : 512x8 fast page 60ns DRAM. this is the psx main RAM. Notes : There are four of these in the psx. Thanks to Jim Shaw for verifying my hunch that these are 60ns memory used in psx. Mfg'd by : NEC Markings : D4818QGF-A12 -S 9712L9525 Package : 100 pins. Purpose : 12ns RAM. Probably the video memory. Notes : Thanks to Jim Shaw for verifying that this is 12ns RAM. Mfg'd by : Sony Markings : 2030 Package : 32 pin DIP. Purpose : the ROM? it looked like a ROM chip to me. Mfg'd by : Sony Markings : CXD2925Q 721R16F Package : 100 pins. Purpose : ? Mfg'd by : Sony Markings : CXD2545Q HW71963X Package : 100 pins. Purpose : ? Mfg'd by : Sony Markings : CXD1815Q 722P48E Package : 100 pins. Purpose : ? Mfg'd by : Motorola Markings : MC141658FT JBC97201 Package : 64 pins. Purpose : This could be a peripheral driver array. Nots : Thanks to Jim Shaw for the hint on this chip. Mfg'd by : AKM Markings : AK4309AVM 1A719N Package : 24 pin DIP. Purpose : 16bit stereo delta sigma DAC for Multimedia (part of the SPU) Notes : Thanks to Jim Shaw for giving me the info on this chip. Mfg'd by : SEC Markings : SEC Korea 719 KM62V256CLT6E-10L PWD024XD Package : 22 pin DIP. Purpose : ? Mfg'd by : Fujitsu Markings : 814260-70 9720 F42 PJ Purpose : 256Kx16 Fast Page DRAM 70ns. this is the SPU's memory. Notes : Thanks to Dan Boris for setting me straight on this chip. The following IC's were located on the underside of the main PCB. Mfg'd by : Sony Markings : CXA1645M 722K00V Purpose : RGB Encoder-RGB analog to composite. Notes : Thanks to Jim Shaw for setting straight on this one. Mfg'd by : ? Markings : BA6392FP 723 121 Purpose : probably a something not very important. Mfg'd by : ? Markings : C2030 SC430930PB SSA19721A Purpose : probably something not very important. ----------------------------------------------------------------------------- end of psxchips.txt
Controler & Memery I/F
The analyze infomation of PAD-controler and Memery I/F in PlayStation 95/ 4/17 T.Fujita 96/1/4 translated by H.Kashima CAUTION: No warranty in this infomation. 1. pin assign memory card _______________________________ | | | O O O O O O O O | (front view PSX) |_______________________________| pin 9 7 6 5 4 3 2 1 PS PAD connecter ============================= | O O O| O O O| O O O | (front view PSX) \________|________|_________/ pin 9 8 7 6 5 4 3 2 1 Pin signal dir active description -------------------------------------------------------------------- 1. dat in pos data from pad or memory-card 2. cmd out pos command data to pad or memory-card 3. +7V -- -- +7.6V power source for CD-ROM drive 4. gnd -- -- 5. +3V -- -- +3.6V power source for system 6. sel out neg select pad or memory-card 7. clk out -- data shift clock 8. -- -- -- N.A. 9. ack in neg acknowladge signal from pad or memory-card -------------------------------------------------------------------- *1) direction(in/out) is based from PSX *2) metal edge in pad connecter is connected pin 4 and sheald calbe. *3) signal SEL in PAD1, PAD2 is separated. 2. Comminucation timing chart Timing is compatibled in PAD, Memory-card. Overview ____ _____ SEL- |____________________________________________________________| ______ ____ ____ ____ ____ _________ CLK |||||||| |||||||| |||||||| |||||||| |||||||| _______________________________________________________________________ CMD X 01h XXXX 42h XXXX 00h XXXX 00h XXXX 00h XXXX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____________________________________________________________ DAT -----XXXXXXXXXXXXX ID XXXX 5Ah XXXX key1 XXXX key2 XXXX----- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ACK- ---------------|_|---------|_|---------|_|---------|_|----------------- top command. first comminucation(device check?) ____ SEL- |__________________________________________________________________ ______ _ _ _ _ _ _ _ __________________ _ _ _ _ CLK |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| __________ ___ CMD |________________________________________________| |_______ ____ DAT -----XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX |___________ ACK- ----------------------------------------------|___|-------------------- X = none, - = Hi-Z 0x81 is memory-card, 0x01 is standard-pad at top command. serial data transfer is LSB-First format. data is down edged output, PSX is read at up edge in shift clock. PSX expects No-connection if not returned Acknoledge less than 100 usec. clock pluse is 250KHz. no need Acknoledge at last data. Acknoledge signal width is more than 2 usec. time is 16msec between SEL from previous SEL. SEL- for memory card in PAD access. 3. example schematic chart of interface(5 volte to 3.3 volte convertion) example in PAD PAD PS system /| P R,200ohm P=pullup(no need?) PAD SEL ---- O< |--+--\/\/\/-- PS SEL- \| HC14 /| P R,200ohm PAD CMD- ---- O< |--+--\/\/\/-- PS CMD \| HC14 /| P R,200ohm PAD CLK- ---- O< |--+--\/\/\/-- PS CLK \| HC14 PAD DAT _________ | |\O ----| > ------------- PS DAT | |/ V HC125 PAD ACK- _________ | |\O ----| > ------------- PS ACK- | |/ V HC125 example in PSX PSX PAD SEL- _________ | |\O P P=pullup ----| >--+---------- PAD SEL- | |/ V HC125 CLK _________ | |\O P ----| >--+---------- PAD CLK | |/ V HC125 CMD _________ | |\O P ----| >--+---------- PAD CMD | |/ V HC125 /| P R,200ohm DAT- ----O< |--+--\/\/\/-- PAD DAT \| HC14 /| P R,200ohm ACK- ----O< |--+--\/\/\/-- PAD ACK- \| HC14 4. communication format in PAD must be start translation, after command expected "0x01h" from PS-system. PAD has 1-byte ID. pad is send a 2 byte of key-code + extend code after PAD ID 'Z'(5Ah). normal pad timing flow -> 10000000 01000010 01011010 01234567 01234567 |--------|--------|--------|--------|--------| CMD | 01h | 42h | 00h | 00h | 00h | |--------|--------|--------|--------|--------| xxxxxxxx 10000010 10100101 01234567 01234567 |--------|--------|--------|--------|--------| DAT | ---- | 41h | 5ah | SW.1 | SW.2 | |--------|--------|--------|--------|--------| device ID 'Z' data contents of normal PAD.(push low) +----------+----+----+----+----+----+----+----+----+ | byte | b7 | b6 | b5 | b4 | b3 | b2 | b1 | b0 | +==========+====+====+====+====+====+====+====+====+ | +0 | ----- | N.A. +----------+---------------------------------------+ | +1 | 0x41 | 'A' +----------+---------------------------------------+ | +2 | 0x5a | 'Z' +----------+----+----+----+----+----+----+----+----+ | +3 |LEFT|DOWN|RGHT| UP | STA| 1 | 1 | SEL| +----------+----+----+----+----+----+----+----+----+ | +4 | [] | X | O | /\ | R1 | L1 | R2 | L2 | +----------+----+----+----+----+----+----+----+----+ data contents NEGCON(NAMCO analog controler, push low) +----------+----+----+----+----+----+----+----+----+ | byte | b7 | b6 | b5 | b4 | b3 | b2 | b1 | b0 | +==========+====+====+====+====+====+====+====+====+ | +0 | ----- | N.A. +----------+---------------------------------------+ | +1 | 0x23 | +----------+---------------------------------------+ | +2 | 0x5a | 'Z' +----------+----+----+----+----+----+----+----+----+ | +3 |LEFT|DOWN|RGHT| UP | STA| 1 | 1 | 1 | +----------+----+----+----+----+----+----+----+----+ | +4 | 1 | 1 | A | B | R | 1 | 1 | 1 | +----------+----+----+----+----+----+----+----+----+ | +5 | handle data right:0x00, center:0x80 | +----------+---------------------------------------+ | +6 | I button ADC data (7bit unsigned) | 00h to 7Fh? +----------+---------------------------------------+ | +7 | II button ADC data | 00h to 7Fh? +----------+---------------------------------------+ | +8 | L button ADC data | 00h to 7Fh? +----------+---------------------------------------+ unknown data bit length in +6 to +8 ADC datas. (7 or 8 may be) mouse data contents(push low) +----------+----+----+----+----+----+----+----+----+ | byte | b7 | b6 | b5 | b4 | b3 | b2 | b1 | b0 | +==========+====+====+====+====+====+====+====+====+ | +0 | ----- | N.A. +----------+---------------------------------------+ | +1 | 0x12 | +----------+---------------------------------------+ | +2 | 0x5a | 'Z' +----------+----+----+----+----+----+----+----+----+ | +3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | +----------+----+----+----+----+----+----+----+----+ | +4 | 1 | 1 | 1 | 1 |LEFT|RGHT| 0 | 0 | +----------+----+----+----+----+----+----+----+----+ | +5 | V moves 8bitSigned up:+,dwn:-,stay:00 | +----------+---------------------------------------+ | +6 | H moves 8bitSigned up:+,dwn:-,stay:00 | +----------+---------------------------------------+ 4. communicaion format in memory-card memory-card starts data transfer after received command '0x81' communication system uses 128-byte per one frame. WRITE command section size description ------------------------------------------------------------------------- command header 4 memory write command(see figure) address set 2 set a address for write(frames) data block 128 write data for memory XOR flag 1 exclusive-or code for data check end status 2 result status from write command end flag 1 end flag ------------------------------------------------------------------------- total 138 command header address pointer |--------|--------|--------|--------| |--------|--------| CMD | 81h | 57h 'W'| 00h | 00h | | addr.H | addr.L | |--------|--------|--------|--------| |--------|--------| DAT | ---- | 00h | 5Ah 'Z'| 5Dh ']'| | 00h | addr.H | |--------|--------|--------|--------| |--------|--------| data block XOR flag |--------|--------|--------|--------|--------| |--------| CMD | dt 1 | dt 2 | .... | dt 127 | dt 128 | | xor | |--------|--------|--------|--------|--------| |--------| DAT | addr.L | dt 1 | .... | dt 126 | dt 127 | | dt 128 | |--------|--------|--------|--------|--------| |--------| end status end flag end flag(in case of error) |--------|--------| |--------| |--------| CMD | 00h | 00h | | 00h | | 00h | |--------|--------| |--------| |--------| DAT | 5Ch '\'| 5Dh ']'| | 47h 'G'| | 4Eh 'N'| |--------|--------| |--------| |--------| XOR flag = XOR datas in address pointer area and data block area statistics. *) if case of error in write command(end flag = 'N'), never write. example of write data(namco ridge racer) output data from PlayStation +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F ASCII +00 81 57 00 00 00 80 53 43 11 01 82 71 82 68 82 63 .W....SC.. q h c +10 82 66 82 64 81 40 82 71 82 60 82 62 82 64 82 71 f d @ q ` b d q +20 81 40 83 5E 83 43 83 80 83 65 81 5B 83 75 83 8B @ ^ C e [ u +30 00 CD 7B 7B 77 7B FB C7 FB D7 FB DB FB DB DD DB .Ãû{w{........à +40 DB DB DB DB 7D C7 CB CD FD FD FF FC B7 CC FD DC ÃÃ}ÃÃî....Ãîà +50 FF DE FF FC FF FC DB FF DD FD DD FD FD DF C7 77 .Ãî.....ÃîÃî.Ãw +60 C7 77 B7 77 B7 77 BC F7 7A EF 38 EB F5 E2 B3 DE Ã÷ w w ...8..âó +70 71 D6 4F D2 EC C5 8A B9 48 AD E6 A0 DD D2 5D C6 qÃÃî. H æ Ãà +80 FE B9 7C AD 1A A1 1A 00 00 00 . | . .... output data from memory-card +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F ASCII +00 01 00 5A 5D 00 00 80 53 43 11 01 82 71 82 68 82 ..Z]...SC.. q h c +10 63 82 66 82 64 81 40 82 71 82 60 82 62 82 64 82 f d @ q ` b d q +20 71 81 40 83 5E 83 43 83 80 83 65 81 5B 83 75 83 @ ^ C e [ u +30 8B 00 CD 7B 7B 77 7B FB C7 FB D7 FB DB FB DB DD .Ãû{w{........à +40 DB DB DB DB DB 7D C7 CB CD FD FD FF FC B7 CC FD ÃÃÃýÃÃî....Ãî +50 DC FF DE FF FC FF FC DB FF DD FD DD FD FD DF C7 ÃîÃî.....ÃîÃî.à +60 77 C7 77 B7 77 B7 77 BC F7 7A EF 38 EB F5 E2 B3 wÃ÷ w w ...8..âó +70 DE 71 D6 4F D2 EC C5 8A B9 48 AD E6 A0 DD D2 5D ÃñÃÃî. H æ à +80 C6 FE B9 7C AD 1A A1 5C 5D 47 Ãî | . \]G read command section byte description ------------------------------------------------------------------------- command header 4 memory read command(see figure) address pointer 4 address pointer for read(frame) command reaction 1 received acknowlegde from memory. data header 1 data header from memory. data address 2 address of read data data block 128 read data from memory-card XOR flag 1 excrusive-or code for data check end flag 1 end flag ------------------------------------------------------------------------- total 140 command header address pointer command responce |--------|--------|--------|--------| |--------|--------| |--------| CMD | 81h | 52h 'R'| 00h | 00h | | addr.H | addr.L | | 00h | |--------|--------|--------|--------| |--------|--------| |--------| DAT | ---- | 00h | 5Ah 'Z'| 5Dh ']'| | 00h | 00h | | 5Ch '\'| |--------|--------|--------|--------| |--------|--------| |--------| data header data address |--------| |--------|--------| CMD | 00h | | 00h | 00h | |--------| |--------|--------| DAT | 5Dh ']'| | Addr.H | Addr.L | |--------| |--------|--------| data block XOR flag END flag |--------|--------|--------|--------|--------| |--------| |--------| CMD | 00h | 00h | .... | 00h | 00h | | 00h | | 00h | |--------|--------|--------|--------|--------| |--------| |--------| DAT | dt 1 | dt 2 | .... | dt 127 | dt 128 | | xor | | 47h 'G'| |--------|--------|--------|--------|--------| |--------| |--------| example of read data(namco ridge racer) output data from PSX +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F ASCII +00 81 52 00 00 00 80 00 00 00 00 00 00 00 00 00 00 .R.............. +10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +60 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +80 00 00 00 00 00 00 00 00 00 00 00 00 ............ output data from memory-card +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F ASCII +00 01 00 5A 5D 00 00 5C 5D 00 80 53 43 11 01 82 71 ..Z]..\]..SC.. q +10 82 68 82 63 82 66 82 64 81 40 82 71 82 60 82 62 h c f d @ q ` b +20 82 64 82 71 81 40 83 5E 83 43 83 80 83 65 81 5B d q @ ^ C e [ +30 83 75 83 8B 00 CD 7B 7B 77 7B FB C7 FB D7 FB DB u .Ãû{w{...... +40 FB DB DD DB DB DB DB DB 7D C7 CB CD FD FD FF FC ..ÃÃÃ}ÃÃî... +50 B7 CC FD DC FF DE FF FC FF FC DB FF DD FD DD FD .ÃîÃîÃî.....ÃîÃî +60 FD DF C7 77 C7 77 B7 77 B7 77 BC F7 7A EF 38 EB .ÃwÃ÷ w w ...8. +70 F5 E2 B3 DE 71 D6 4F D2 EC C5 8A B9 48 AD E6 A0 .âóqÃÃî. H æ +80 DD D2 5D C6 FE B9 7C AD 1A A1 1A 47 Ã]Ãî | . .G 5. format in memory-card (about format in 15 block's memory-card) * blocked memory operate. 8Kbyte per block in 128KByte. * top block is block allocation table. list of block contents block# name description 0 block allocation card ID, directory information 1 data block 1 data area 2 data block | | 14 data block 14 data area 15 data block 15 data area * 1 block is 64 separated frame. 128 byte par frame. control block frame# description 0 memory card ID 1-15 directory of data block 1 to 15(product #, flag information) 16-35 directory of data block(reserved) 36-62 N.A. 63 write test frame(used by card-menu) *) control block has XOR-code in last data(+7Fh) *) Memory card ID is maked 'MC.....' frame contents in data block frame description +0 title(used by card-menu) +1 character data(used by card-menu) +2 character data(in case of take an animation in card-menu) +2,+3.. saved data
Sega Genesis Technical
llGenesis Technical Overview GENESIS: 68000 @ 8 MHz Main CPU 1 MByte ROM area 64 KByte RAM area VDP (Video Display Processor) Dedicated video display processor Controls playfield & sprites Capable of DMA Horizontal & Vertical interrupts 64 KByte of dedicated VRAM (Video RAM) 64 x 9-bits of CRAM (Color RAM) Z80 @ 4 MHz Controls PSG (Programmable Sound Generator) 8 KByte of dedicated sound RAM VIDEO: NOTE: Playfield and Sprites are character-based Display Area (visual) 40 chars wide x 28 chars high Each char is 8 x 8 pixels Pixel resolution is 320 x 224 (NTSC) 3 planes 2 scrolling playfields 1 sprite plane Definable priorities between planes Playfields Each char position takes 2 bytes, that includes: Char name (10 bits); points to char definition Horizontal flip Verical flip Color palette (2 bits); index into CRAM Priority Scrolling 1 pixel scrolling resolution Horizontal Whole playfield as unit Each character line Each scan line Vertical: Whole playfield as unit 2 char wide columns Sprites 1 x 1 char up to 4 x 4 chars Up to 80 sprites can be defined Up to 20 sprites displayed on a scan line Sprite priorities Character definitions 4 bits/pixel; points to color register 4 bytes/scanline of char 32 bytes for complete char definition Playfield & sprite chars are the same! COLOR: Uses CRAM (part of the VDP) 64 9-bit wide color registers 3 bits of Red 3 bits of Green 3 bits of Blue 4 palettes of 16 colors 0th color (of each palette) is always transparent OTHER: DMA Removes the 68000 from the BUS Can move 205 bytes/scanline during VBLANK There are 36 scanlines during VBLANK DMA can move 7380 bytes during VBLANK Horizontal & Vertical interrupts SOUND: Z80 controls PSG chip (TI 76489) FM chip (Yamaha YM 2612) 6-channel stereo Z80 can access ROM data 8 KByte RAM 1996 Damaged Cybernetics
Sega CD Faq
From: bcantin@aol.com (BCantin) Newsgroups: rec.games.video.sega Subject: Sega CD FAQ 1.0 (1/3) Date: 13 Jun 1996 13:39:16 -0400 Sega CD FAQ 1.0 June 1996 Barry W. Cantin (BCantin@aol.com) Note: This document may be FREELY distributed in its original form. Nochanges or modifications are to be made without the author's permission. Contents O. Introduction I. Description II. History III. System Specs IV. The Sega CD line of machines V. Software VI. Conversion - US/Japanese/Europe VII. Leftovers O. Introduction Why? This project began some months ago when I simply wanted to compile a list of Sega CDs. I got my Sega CD unit (the original one) as part of a trade in May 1995 and very quickly began collecting the games. They have been heavily discounted nearly everywhere as places are rushing to unload their Sega CD stock. I've seen various titles sell for as low as $2 apiece, new. The collector bug bit me and I started to amass these things. %^) So I decided to make a list to track my collection. That list then grew to include a few imports I acquired in a trade, then some info from magazines looked good, then I dug up some old Japanese magazines for info, and so on... before I knew it, I had enough information for a bona-fide FAQ! The information here is not exactly presented in FAQ form - true, there ARE a few FAQs inside this document - but it's more like a GUIDE. My object here is to answer the questions before they're asked. Please do not hesitate to contact me if you have any questions not answered here, or ANY comments in general related to the Sega CD. I will be updating this FAQ/guide periodically, and I'm only too happy to give credit where credit is due. There are still several gaps here and there, and I don't plan on version 1.0 of this FAQ being the last. Speaking of credit, this FAQ would be a lot smaller without the valuable contributions from the following individuals: Clint Dyer (clint_dyer@prodigy.com) Clint's help has been unspeakably important in getting this done, and for verifying a lot of the FAQ content. Thien Tran (darkflt@cyberg8t.com) "Sonic" has supplied me with nearly 20k of text that has really added to the depth of the information in this FAQ. He's put a LOT of time into compiling it all for the FAQ and it shows... Steve Wargo (swargo@phoenixat.com) Steve has been maintaining a great Sega CD cheats list, get it from http://www.phoenixat.com/~swargo/ Nathan Stehle (stehle@aries.scs.uiuc.edu) Nathan has given Usenet readers great advance info on RPGs, particularly Working Designs titles (how do I get on that WD preview list anyway?) Larry Brackney (zeiram@mail.hsonline.net) Larry's responsible, ultimately, for all this -- he traded his Sega CD to me and got me started! [and a monster was created...] %^) Andy Wei Wu (no E-mail address... yet!) Wei is my video game "broker" (well more like a buyer's agent!) and source for much of this information Vic Ireland and the rest of the Working Designs staff For bringing over those wonderful RPGs that made me want a SEGA CD in the first place And to Bt Garner, Juan Gonzalez, Jon Folkers, and also the folks who frequent rgv.sega who still discuss the Sega CD... thanks! Please address any comments, changes, additions, updates, yadda yadda yadda, to me at BCantin@aol.com and I'll put your name in lights. %^) I. Description The Sega CD is an add-on peripheral for the Sega Genesis that allows the use of CD-ROM games specially written for the Sega CD system. It can also be used as a regular CD player (the sound comes through the television) and has CD+G capability. The Genesis is connected to the Sega CD unit via the interface slot, and a/v hookups are made through the Sega CD unit instead of the Genesis. The advantage of this is that games can take advantage of the sound provided directly by the compact disc in addition to sound effects from the Genesis unit itself. There are currently (as of 5/96) 147 Sega CD titles in the U.S. The Sega CD was released first in Japan as the "Mega CD", and was also released in Europe as the Mega CD. Most Japanese and European games can be played on the U.S. Sega CD unit via a converter cartridge (See section VI) but without the cart, the Japanese and American systems are not compatible. Q: What does the Sega CD do to improve the system? A: Here's what it adds to the Genesis: - 10 extra sound channels to complement the sound from the Genny's Z80 sound processor - sprite enhancement features such as scaling and rotation, similar to that of the SNES Mode 7 What it did NOT improve was color. The games still used 64 out of the total 512 colors possible (maybe more if you really knew how to tweak the system). Why no color improvement? Supposedly, cost. Sega's engineers reportedly wanted to include a new chip that would add to this, but it would have been an extra $5 part... which would more than likely translate to an extra $50 added to the cost of the machine. Full sprite scaling and rotation were helpful, bringing new levels of excitement which weren't fully utilized (except perhaps in a few games from Core Development, Ltd.). The Sega CD also allowed the Genesis to play FMV ("full-motion video"). The FMV was originally about 1/4 screen (Sewer Shark) but later expanded to that of Tomcat Alley (FULL screen). Advantages of CD games: better sound, much more information can be stored on a CD than a cart (CD=650 MB, cart typically around 1 to 4 MB, currently as high as 32 MB). CDs also theoretically have an infinite lifespan. Disadvantages of CD games: loading time can be a pain, CDs scratch easily. Q: Are the Sega CD and Saturn compatible? A: Not at all. They are two COMPLETELY different machines. There were some rumors circulating back in '94/'95 that Sega would make an adapter that would allow you to play Sega CDs on a Saturn... but evidently due to cost constraints of developing and manufacturing such a "Power Base"-type converter, it was determined to be not feasible for sale in the retail market. Q: Is the Sega 32X compatible with the Sega CD? A: Yes. When the 32X is mounted on top of the Genesis (attached to the Sega CD) there is absolutely NO interference to regular Sega CD games. There were also six CD titles designed for use with the 32X (see Titles section) but all are just Sega CD titles ported over to take advantage of the 32X hardware. The difference is a noticeably clearer, crisper FMV and generally a larger screen. These titles were also sold in yellow-stripe boxes (Digital Pictures titles), consistent with 32X cartridge packaging. "Fahrenheit" (Sega) was sold as a combo pack, you got both the Sega CD version and the 32X CD version in one package. NOTE: All Sega 32X CD titles are FMV-based games. Q: Is the Sega CD compatible with the TurboGrafx-CD/PC Engine CD/TurboDuo CD? A: No, these are two entirely different game machines. However, original Mega CD players COULD recognize a PC Engine CD (CD-ROM2), but could not play them. A message appeared, informing you that a PC Engine CD was inserted in the unit. II. History Development of the Sega CD was top secret. Programmers did not know what was being designed until the system was unveiled at the Tokyo Toy Show in Japan. Upon release, companies were told to start with "high memory"-based cartridge games and work from there (add cinemas, CD- music, FMV, etc., later). The Sega CD was designed to take on the PC Engine (TurboGrafx-16) CD unit, and NOT the SNES. The key factor to the Sega CD's design was that engineers based it somewhat on the PCE-CD, but with MORE memory and a slightly faster drive (6 Mbits and 150k transfer rate at 0.8 access time). The original Mega-CD was released in Japan in (June 1991?), and was developed to compete with NEC's PC Engine CD-ROM drive (equivalent to the TurboGrafx-CD in the U.S.). The machine was released with the following titles in Japan: Earnest Evans, Woodstock Funky Horror Rock Band, ... etc. The system was initially a hit in Japan, due to the CD based RPGs (!) and the inherent advantages of CD-based titles (lots of text, pics, animation, CD-based music, etc.). Lunar: Silver Star was one of these and helped sell the system during slow sales periods. The Mega Drive (Genesis) is mounted to the Mega CD (Sega CD) unit through the interface slot on the right side, and rested on top of it. This is the front-loading model. The drawer is opened by hitting the <RESET> button, and closed by either hitting the pause button on controller #1 or via the CD system software CLOSE command. The Sega CD was released in November 1992 in the U.S. and looked very much like the Japanese Mega CD counterpart. Several pack-in titles were included: the Sega Classics 4-in-1 CD (Shinobi, Columns, Streets of Rage, and Golden Axe), Sherlock Holmes I, Sol Feace, and two CD+G/music CD samplers. The original selling price was $299. (The second U.S. production run after the initial 50,000 units had the Sega Classics 5-game CD instead of the four-game CD above - see CDX) These were the Sega CD titles available at the time of launch: Cobra Command Night Trap Black Hole Assault Sewer Shark Chuck Rock INXS Make Your Own Music Video Marky Mark Make Your Own Music Video Initial hype resulted in incredible sales. There were 50,000 units originally allotted in early November for the US launch. ALL the units were sold by the third week (prior to Thanksgiving). The second run began arriving in stores December 1992, approximately three days before Christmas. In (1994) Sega released a new, smaller Genesis and had a Sega CD II to go with it. This model connected to the Genny and sat (somewhat) side by side with it. Discs are loaded into the top of the unit, through a manually-opened door. Several third-party developers had signed on to do Sega, including Sony Imagesoft, Vic Tokai, Konami, Data East, EA Sports, Psygnosis, Working Designs, and many others. All in all, 148 titles were produced for the U.S. market. The early Sega CD titles were packaged inside a cardboard box with the instructions, and CD in a regular jewel case inside. (Examples include WonderDog, Jaguar, all the "Make My Video" titles except C+C Music Factory) In 1993, Sega of America began packaging them in large plastic jewel cases, about 8-1/4" by 5-3/4" and about 3/4" thick. These are the same jewel cases used by Saturn games and some Playstation titles today. Note that Sega of Japan continued to use regular-sized jewel cases for all Mega CD games, with small instructions to fit inside, just like a music CD. * Production runs for the Sega CD (original model) ended in 1993 * Production runs for the Sega CD2 ended in December 1995, in order to increase the production of the Saturn * Total number produced: officially - ??? - Unofficial estimate: 2.5 million, U.S., 2 - 3 million, Japan, 1 million, Europe III. System Specs The Sega CD adds graphics and sound capabilities to the standard Genesis console. Graphically, it provides superior scaling and rotation. Most of the sound for Sega CDs comes right off the disk, in addition to game sound effects which can be provided by the Genesis. System specs: Main CPU: Motorola 68000 @ 12.5 MHz * Same as the Genesis... runs in parallel with it... except the Genny CPU runs at the slower clock speed 7.9 MHz Graphics Processor: Custom ASIC RAM: * 6 Mbit Main RAM - Program - Picture * 512 Kbit PCM Waveform Memory - Wavefile memory * 128 Kbit CD-ROM data cache memory * 64 Kbit Internal Backup RAM Colors: * Originally 64, same as Genesis * Using programming tricks, can get 128 colors via HAM ("Hold and Modify") - Originally developed on the Commodore Amiga to boost color capabilities - Basically a graphic over a graphic = a double-color * Using Cinepak and TruVideo: - 128 to 256 colors - Increase screen size from 1/4 to full - Advanced compression scheme, used in Win 95 - Software-based upgrade * Eternal Champions CD uses 256 colors simultaneously (only game to do so) Storage capability of a Sega CD * Approximately 500 MB of data (62 min of audio data equivalent) * 1/4 screen B/W footage video: 1.5 to 4 hours * 1/4 screen color footage: 45 minutes * Above specs are prior to compression Transfer rate of Sega CD: 150 kbytes/sec (Single Speed) Boot ROM: * 1 Mbit, contains: - CD Game Bios - CD Player Software - CD+G Software Bios versions: * When you start the Sega CD, the title screen displays the Bios version in the upper-right corner of the screen. This helps identify what machine version you are using and in a way the security capabilities. (Startup music and startup screen of the Sega CD is different for each Bios) Bios Version Machine 1.00 Original Mega CD 1.10 Original Sega CD, Motorized Drive 2.00 Mega CD2 2.05 Sega CD2 2.10 Sega CD2 CD Access time: 800 ms Sound Circuitry: * PCM Sound Source - Stereo, 8 channels * 32 KHz Maximum sampling wavelength * 16 Bit D/A converter * 8X internal over-sampling digital filter Audio characteristics: * Frequency Range: 20Hz - 20 KHz * Signal-to-Noise Ratio: >900dB@1K * Channel Separation: >900dB Output: RCA Pin Jack x2 (L/R) Dimensions: 301mm (w) x 212.5 (d) x 112.5 (h) Weight (Sega CD1): 3.1 lbs / 1.4 kg IV. The Sega CD line of machines The Sega CD exists in many forms. Sega CD I (Mega CD I in Japan) Sega CD II (Mega CD II in Japan) JVC X'Eye (Wondermega in Japan) Sega CDX (Sega CDX in Japan) LaserActive (by Pioneer) Sega CD module [Sega CD I] The Sega CD I was the original unit. It features a front-loading CD tray and lights to indicate power to CD unit (green) and CD access (red). The Genesis attaches to it via the slot located on the right side of the Genesis console.. This was the production run for Japan (Mega CD) and the initial 50,000 units for the U.S market. SCD 1.5 was the second US production run, beginning after brisk sales of the first run. Since the original Genesis has a built-in audio output (with volume control), the Sega CD requires this output as part of the connection. Besides the interface connection on the side of the Genesis (which sits on TOP of the Sega CD unit), an audio cable is used from the headphone output of the Genesis to the "Mixing" input of the Sega CD. This allows you to change the volume of the Genesis while the Sega CD volume is kept constant. [Sega CD II] The Sega CD II was released to match the newer-style Genesis II. The machine is 100% compatible with the first unit - i.e., all Sega CDs play on both machines. There are several differences between the newer model and the first one: the never model has a top-loading tray, the power and access lights are small red LEDs on the top of the unit, and the construction seems to be less sturdy than the first model. The Sega CD II unit had several pack-in configurations, the most popular being Sewer Shark. Other pack-in configurations include: SCD2b: Sonic CD SCD2c: Sonic CD, Power Rangers, and Sewer Shark SCD2d: Joe Montana Football (Sports Pack) SCD2e: Tomcat Alley (Current and FINAL run) Some older games like Lunar: The Silver Star and Dark Wizard occasionally lock up on the Sega CD2. It does have, however, slightly shorter access times with games such as Lunar: Eternal Blue. Q: Can I use my Sega CD II unit with my older-model Genesis? A: Yes. It attaches like the original model Genesis (I) to the CD Unit. A special plastic extender plate adds on to the left side of SCD2 to hold the original Genesis. Q: How about using a Sega CD I (older) unit with the newer model Genesis? A: "Officially", no. However, a special cable CAN be made to attach it as such. It will not be as sturdy, and it's unsure how reliable this would be. The hookups don't match for sound and you'll have to use the RF box unless you patch everything. Also, you cannot use the connector plate. [JVC X'Eye] The JVC X'Eye is an all-in-one unit, as it contains a Genesis-compatible and a Sega CD-compatible in one housing. (3) The X'Eye includes the pack-in titles "Compton's Interactive Encyclopedia" and "Prize Fighter", both in cardboard sleeves. In Japan, the X'Eye is known as the "Wondermega". There were two versions: * Original - Larger than the current model (Approx. size of SCD2 and SG2 in width) - Capable of handling oversized CDs (> 5"), which was the original concept behind CD movies in Japan... the format was NOT adopted - MIDI connection (music keyboard compatible) - Specialized MIDI/Keyboard development kit/program available in Japan ONLY. * Current version - Same as US X'Eye - Slimmer than Wondermega I - Lack extra features of the original All Wondermegas were built by JVC Musical Industries of Japan. [Sega CDX] The Sega CDX is similar to the X'Eye in that it plays standard Genesis carts as well as most Sega CDs. Its advantage is the size -- about the size of a portable CD player. This unit is portable (there's even a carrying case for it) but still requires a television or monitor to play. There were three CDs included as pack-ins: Sega Classics V (Streets of Rage, Shinobi, Golden Axe, Columns, and Super Monaco GP), Sonic CD, and Ecco the Dolphin CD. There are a few Sega-CD titles that are not compatible with the CDX: Jurassic Park Radical Rex Terminator Who Shot Johnny Rock? Q: Can I use my Sega CDX with the Sega Channel? A: Yes - they are compatible. Of course, only for cart-based games. Q: Can I use a 32X add-on with my CDX? A: Yes. Although it's not officially endorsed by Sega, it *is* possible. There may be a problem with spacing the 32X device over the unit, though. [LaserActive] The LaserActive system by Pioneer was a noble attempt at an all-in-one unit. It is essentially a Laser Disc player with available add-on "modules" for Sega CD/Genesis and TurboGrafx-16/CD/PC Engine games. The machine also has its own library of 7 or 8 (?) LaserActive game titles. The LaserActive was expensive ($800?) and each add-on module cost nearly as much as the machine it was emulating ($200?), so cost was a prohibitive factor in large volume sales of the unit. V. Software This list of Sega CD titles was the very first part of the FAQ. Once I completed it I had amassed enough information for an entire FAQ, and it just kept growing, and growing, and growing... Numbers in parentheses () refer to notes at the bottom. Guide to nomenclature: 1st person shooter - a non-overhead, non-side-scrolling shooting game which takes place from the point of view of the player's ship/character/etc. These games usually take advantage of the Sega CD's additional hardware and have much better effects than a comparable Genesis shooter. Action - arcade action, includes flying, and games with multiple elements (driving, shooting, platform, etc.) FMV - "Full Motion Video". This is a type of game which uses digitized video or digitized animation for its graphics and gameplay is usually limited to pressing buttons at certain times. "Dragon's Lair" in the arcade is a very early (the first?) example of this, in which you had to time the main character's actions precisely, or else he was toast. Platform - Run and jump type of game, side-scrolling, in which the character can explore a landscape while running, jumping, and attacking with various types of weapons. The word platform comes from early platform titles (e.g. Super Mario Brothers) in which the character actually jumped on various platforms. RPG - "Role Playing Game". The first person RPGs refer to those games in which your view is a 3-D character's view of the dungeon, and you "see what your characters see". There are 148 titles available in the U.S. Name Type ------------------------------------------------------------------------ The Adventures of Batman and Robin Driving (different from cart) Afterburner 3 Action AH-3 Thunderstrike Flying sim Amazing Spiderman vs. Kingpin Action/Platform Android Assault Shooter The Animals! (San Diego Zoo) Educational/Reference AX-101 FMV Shooter (1st person) B.C. Racers Driving Batman Returns Action (driving) Battlecorps Shooter (1st person) Bill Walsh College Football Sports Black Hole Assault Fighting Bouncers Action/sports-like Brutal - Paws of Fury Fighting Cadillacs and Dinosaurs Driving/shooting Championship Soccer '94 Sports Chuck Rock Platform Chuck Rock II - Son of Chuck Platform Cliffhanger Action/platform Cobra Command FMV shooter Colors of Modern Rock (8) Music Video Compton's Interactive Encyclopedia (4) Educational/Reference Corpse Killer FMV shooter (6) Crime Patrol FMV shooter (uses gun,6) Dark Wizard RPG/strategy Demolition Man Platform Double Switch FMV action Dracula Action (minor FMV parts) Dracula Unleashed (2CDs) FMV action Dragon's Lair FMV action Dune Action/platform Dungeon Explorer RPG/arcade Dungeon Master 2: Skullkeep RPG/1st person Earthworm Jim CD (Special Edition) Platform Ecco the Dolphin CD Action/platform Echo the Dolphin 2: The Tides of Time CD Action/platform ESPN Baseball Tonight Sports ESPN National Hockey Night Sports ESPN NBA Hangtime '95 Sports ESPN Sunday Night NFL Sports Eternal Champions CD Fighting Eye of the Beholder RPG/1st person Fahrenheit (packaged with 32X version) FMV action Fatal Fury Special Fighting FIFA Soccer Sports Final Fight Fighting Flashback CD Platform Flink Platform Formula 1 World Championship Driving Frankenstein/Dracula (combo) FMV action/FMV action Ground Zero Texas (2 CDs) FMV shooter Heart of the Alien Platform Heimdall Puzzle/RPG Hook Platform INXS: Make My Video FMV music Iron Helix action/puzzle/sci-fi Jaguar XJ220 Driving Jeopardy Quiz Joe Montana NFL Football Sports Jurassic Park (5) Action/1st Person/Puzzle Keio's Flying Squadron Shooter (side-scrolling) Kids on Site FMV educational Kris Kross FMV music Lawnmower Man 1st person action/puzzle Lethal Enforcers (with gun) Shooting (uses gun) (6) Lethal Enforcers 2: Gunfighters Shooting (uses gun) (6) Links: The Challenge of Golf Sports Loadstar FMV action Lords of Thunder Shooter (side scrolling) Lunar: The Silver Star RPG Lunar: Eternal Blue RPG Mad Dog McCree Shooting (uses gun) (6) Mad Dog McCree 2: Lost Gold Shooting (uses gun) (6) Mansion of Hidden Souls Action/puzzle Marky Mark FMV music Masked Rider (Kamen Rider ZO) FMV action Mega Race 1st person action Mickey Mania Platform Microcosm 1st person action Midnight Raiders FMV action/shooter Mighty Morphin Power Rangers FMV action Mortal Kombat CD Fighting My Paint Educational NBA Jam CD Sports NFL Trivia Quiz/sports NFL Greatest Teams Sports Trivia NHL '94 Sports Night Trap (2CDs) (see note (1) below) FMV action Nova Storm 1st person shooter Panic! puzzle/humor Pitfall CD Platform Popful Mail Platform/RPG Power Factory FMV music Power Monger Strategy/sim Prince of Persia Platform Prize Fighter (Video Boxing) (2 CDs) (4) FMV action Puggsy Platform Racing Aces Flying sim/action Radical Rex (5) Platform RDF Global Conflict 1st person shooter Revenge of the Ninja Fighting Revengers of Vengeance Fighting Rise of the Dragon (See note 2 below) Mystery Road Avenger FMV action Road Rash Driving Robo Aleste Shooter (side scrolling) Samurai Shodown CD Fighting Secret of Monkey Island Mystery/puzzle Sega Classics 4-in-1 CD (1) Misc. arcade/puzzle Sega CDX Classics 5-in-1 CD (3) Misc. arcade/puzzle/driving Sewer Shark (2) FMV action Shadow of the Beast II Platform Sherlock Holmes (1) Mystery/puzzle Sherlock Holmes II Mystery/puzzle Shining Force CD RPG/strategy Silpheed 1st person shooter Slam City with Scottie Pippen (4 CDs) FMV action Snatcher Mystery/gun (6) Sol Feace (1) Shooter (side-scrolling) Sonic CD Platform Soulstar 1st person shooter Space Ace FMV action Space Adventure Mystery/Digital Comic Book Starblade 1st person shooter Star Wars Chess strategy Star Wars Rebel Assault FMV action Stellar Fire 1st person shooter Supreme Warrior (2 CDs) FMV action (fighting) Surgical Strike (9) FMV action (shooter) 3 Ninjas/ Hook (2 CDs) Platform/platform Terminator (5) Platform Third World War Strategy/sim Time Gal FMV action Tomcat Alley FMV action Trivial Pursuit Quiz Ultraverse Prime/Microcosm Platform/1st person shooter Vay RPG Wheel of Fortune Quiz Who Shot Johnny Rock (5) Shooting (uses gun) (6) Wild Woody Platform Willy Beamish Action/adventure Wing Commander
Sega Saturn tech info
Sega Saturn PERIPHERALS Analog Mission Joystick Arcade Racer Analog Steering Controller Controller Memory Backup Cart Link Cable Mouse with Pad Keyboard NetLink Modem RFU Adaptor S-Video Adaptor Multitap Unit Analog Pad MPEG Adapter CPUs Two Hitachi SH2 32 bit RISC processor Clock- 28 MHz One Hitachi SH1 CD-ROM DRIVE Data Transfer Rate (DMA TO RAM) 150 KB/sec. (Normal) 300 KB/sec. (Double speed) Maximum Capacity - 660 Megabytes Features Audio CD play with reactive display CD+G Compatible CD+EG Compatible CD Single Compatible Optional: Photo CD, Video CD and EBook 2D GRAPHICAL CAPABILITY VDP1 processor handling sprites, polygons and geometry VDP2 processor handling backgrounds 5 simultaneous planes with two rotation planes 32,000 colors from 24-bit palette NTSC Display Resolution 352x224 640x224 704x480 MEMORY CONFIGURATION Main RAM: 2 Megabytes Video RAM: 1.54 Megabyte Sound RAM: 540 Kilobytes CD ROM buffer: 512 Kilobytes SOUND PROCESSOR 16-bit 68EC000 processor operating at 11.3 MHz 32 voices FM synthesis two CPU interfaces 44.1 KHz sampling frequency 16 channel digital mixer SCSP 128 step DSP @ 22.6MHz GEOMETRY ENGINE Supplied by VDP 1 Texture mapping Goraud Shading 512K cache for textures 200,000 texture-mapped polygons/second 500,000 flat shaded polygons/second SPRITE GRAPHICS Supplied by VDP 1 dual 256K frame buffers for rotation and scaling virtually unlimited number of sprites on a line virtually unlimited number of sprite images virtually unlimited number of CLUTs SPRITE SPECIAL EFFECTS Supplied by VDP 1 Rotation Scaling up/down Warping Vertical and horizontal line scroll BACKGROUND AND SCROLL PLANES Supplied by VDP 2 background engine up to five simultaneous scrolling backgrounds up to two simultaneous rotating playfields true 24-bit backgrounds 704x480 maximum resolution
1101010
"Emulation Text" by kardionov
============================================================ ===================="Emulation & Roms"====================== ===========================by,============================== ======================="Kardionov"========================== =========================8-10-99============================ ============================================================ ================================= Standard Disclamer & copyright... ================================= This file is intended for educational purpouse only. I take no responcibility on your actions, by reading on you agree to all of the obove! Feel free to distribute this text file in original form only! and dont take the credit for it. In other words don't be a lamer! Introduction ============ In this referance you will learn about the differant emulators out now. The referance is to be used in conjunktion with the many tutorials avialible at: https://www.angelfire.com/vt/kardionov ====================== Sega Genesis Emulators ====================== KGEN-very good emulator with some nice sound and support. Another nice thing about this particular emulator is its compatibily with most genesis games including some hard to find one such as "risk" (although this depends on where you get your emulator, some emulators are somtimes alterd) You can find original emulators and romz(s) at: "Universal Emulation Bus" you can also find some nice programming text there. Gcystxxxgen-best emulator out for the sega genesis. It features save, snapshot taking, many emulator options for custom optimazation. Down side: sound needs some work, sound is low, dull and is very difficult to optimize. Still in my opinion the best sega genesis emulator out there. A must download!!! DGEN-really good emulator as far as graphics are consernd. You can have any resolution you desire by sizing the window. Some nice features and options. Down side: once agian sound, although its a nice emulator graphic wise the sound is possibly the worst avialible. Still worth a download. ====================== PlayStation Emulators ====================== BLEEM-good emulator but not free. Notible for its sound and digital picture. Should be free, I did not get this one becuse there are many other psx emulators out there that are in my opinon just as good and there free for the taken. PSEmuPro1020-I havent used this one much it seems good and hey its free unlike bleem. ==================== Atari 2600 Emulators ==================== PCATARI-great atari emulator with nice sound. The graphics well its a atari emulator you could have a calculator and still have atari quality graphics. Down side: only one you may have to mess with your PC's display settings to have the screen centerd. A must download!!! Free26-hard to get working on some systems. V2600-I never tried it but I hear its nice. =========== Nintendo 64 =========== 1964-one of my favorite emulators for the N64. It runs on most systems. Ultrahle-never tried it but I hear its a fair emulator. Very hard to get to work on most systems. [many more N64 emulators are avialable but I havent tried them. You can get them at UEB. ========================= [other notible emulators] ========================= Zsnes800----------SNES Trwin-------------N64 Nes496v011--------Nintendo (8-bit) Atari5200---------Atari 5200 AppleWin_1_10-----Apple computers Ssemusetup--------Sega Saturn NES4PC------------Nintendo (8-bit) VColecoWin_211a---Coleco emulator =============================== Needed files for some emulators =============================== Dos4gw------------Some emulators require this file. Psxbios-----------Some PSX emulators require this file. ======================================================================================================= Disclamers and copyright... ======================================================================================================= If you are the creator of one of these emulators e-mail me at: hack@att.net and I will give you credit. Please note that I did not make any of these emulators (unless stated otherwise). The information containd in this document is for educational porpous only. I take no responcibillity on your actions. You may download these and other emulators as well as roms from UEB. To get programming information visit https://www.angelfire.com/vt/kardionov You may freely distribute this document to others but *ONLY* in originall form! This is a very simple guide to emulators made by me "Kardionov" for guides and tutorials about programming go to: https://www.angelfire.com/vt/kardionov
"Hacking Romz"
How to hack roms without a hex editor ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ http://spoonybard.home.ml.org toma13@hotmail.com Yes, it is possible. And in my opinion a heckuvalot easier. All you need is MS-DOS Editor (win95 version) and a program called Font Mania (which I have on my page) so that you can change the characters. Also, it's a lot easier in Windows because you can just press Alt-Tab to switch programs. First of all, you need to make the font. The easiest type of rom to make the font with is nesticle, because you can view the pattern tables. So start by going into nesticle and picking view pattern tables. Then press Alt-Tab and type "FM" to get into Font Mania. Press Tab in fm to view it's char tables. Now, copy the nesticle pattern tables into fm. For example, if "A" is #8A in nesticle, you'd draw in the letter "A" in char 138 in fm. When you copy all the text you need into fm, save it as something (it doesn't really matter) then quit. You can quit nesticle too. type "edit/64 whatever.rom" and when you scroll down you should be able to see at least most of the text. If other chars appear in it, the rom uses dual tile thingy whatevers and you'll have to guess what they are in FM. It probably won't be that hard if you know much about the rom. As for SNES and GB and other roms, you'll have to know their pattern tables already to copy them into fm. There's a program called searchr, I never tried it but I think that it find the pattern tables for you. Anyway, I hope that helps a bit and I hope it's easy enough to understand for all you losers out there, if I find out new stuff I'll update it so... umm... yep, that's it.
"Atari Stella Emulator Programmers Guide"
TABLE OF CONTENTS 4 STELLA PROGRAMMER'S GUIDE by Steve Wright 12/03/79 (Reconstructed by Charles Sinnett 6/11/93 Internet: cas@mentor.cc.purdue.edu) Table of Contents TELEVISION PROTOCOL 1 Diagram 1 - Atari TV Frame 2 The TIA (as seen by the programmer) 3 1.0 General Description 3 2.0 The Registers 3 3.0 Synchronization 4 3.1 Horizontal Timing 4 3.2 Microprocessor Synchronization 4 3.3 Vertical timing 4 4.0 Color and Luminosity 5 5.0 Playfield 5 6.0 The Moveable Objects Graphics 6 6.1 Missile Graphics (M0, M1) 6 6.2 Ball Graphics (BL) 6 6.3 Player Graphics (P0, P1) 7 7.0 Horizontal Positioning 8 8.0 Horizontal Motion 8 9.0 Object Priorities 9 10.0 Collisions 10 11.0 Sound 10 11.1 Tone 10 11.2 Frequency 10 11.3 Volume 10 12.0 Input Ports 11 12.1 Dumped Input Ports (INPT0 thru INPT3) 11 12.2 Latched Input Ports (INPT4, INPT5) 11 THE PIA (6532) 12 1.0 General 12 2.0 Interval timer 12 2.1 Setting the timer 12 2.2 Reading the timer 12 2.3 When the timer reaches zero 12 3.0 RAM 13 4.0 The I/O ports 13 4.1 Port B - Console Switches (read only) 13 5.0 Port A - Hand Controllers 13 5.1 Setting for input or output 13 5.2 Inputting and Outputting 14 5.3 Joystick Controllers 14 5.4 Paddle (pot) controllers 14 5.5 Keyboard controllers 15 6.0 Address summary table 15 PAL/SECAM CONVERSIONS 16 PAL 16 SECAM 16 TIA 1A - TELEVISION INTERFACE ADAPTOR (MODEL 1A) 17 GENERAL DESCRIPTION 17 DETAILED DESCRIPTION 18 1. Data and addressing 18 2. Synchronization 18 A. Horizontal Timing 18 B. Vertical Timing 18 C. Composite Sync 18 D. Microprocessor Synchronization 19 3. Playfield graphics Register 19 A. Description 19 B. Normal Serial Output 19 C. Reflected Serial Output 19 D. Timing Constraints 20 4. Horizontal Position Counters 20 A. Description 20 B. Ball position Counter 20 C. Player Position Counters 20 D. Missile Position Counters 21 5. Horizontal Motion Registers 21 A. General Description 21 B. Timing constraints 21 6. Moving Object Graphics Registers 22 A. General Description 22 B. Missile Graphics 22 C. Player Graphics 22 D. Vertical Delay 23 E. Ball Graphics 24 7. Collision Detection Latches 24 A. Definitions 24 B. Reading Collision 24 C. Reset 24 8. Input ports 25 A. General Description 25 B. Dumped Input Ports (I0 through I3) 25 C. Latched Input ports (I4, I5) 25 8.5 Priority Encoder 26 A. Purpose 26 B. Priority Assignment 26 C. Priority Control 26 9 Color Luminance Registers 27 A. Description 27 B. Multiplexing 27 10. Color Phase Shifter 27 11. Audio Circuits 27 A. Frequency Select 27 B. Noise-Tone Generator 28 C. Volume Select 28 Figure 1. Vertical Delay 29 Figure 2. Synchronization 30 Figure 3. Color-Luminance 30 Figure 4. Typical Horizontal Motion Circuit 31 Figure 5. Playfield Graphics 32 Figure 6. Collision Detection 33 Figure 7. Audio Circuit 34 Figure 8. Input Ports 35 Figure 9. Game System 36 Write Address Detailed Functions 37 WSYNC (wait for sync) 37 RSYNC (reset sync) 37 VSYNC 37 VBLANK 37 PJ0 (PF1, PF2) 38 PLAYFIELD REGISTERS SERIAL OUTPUT 38 CTRLPF 38 NUSIZ0 (NUSIZ1) 39 RESP0 (RESP1, RESM0, RESM1, RESBL) 39 RESMP0 (RESMP1) 39 HMOVE 40 HMCLR 40 HMP0 (HMP1, HMM0, HMM1, HMBL) 40 ENAM0 (ENAM1, ENABL) 41 GRP0 (GRP1) 41 REFP0 (REFP1) 41 VDELP0 (VDELP1, VDELBL) 41 CXCLR 41 COLUP0 (COLUP1, COLUPF, COLUBK) 42 AUDF0 (AUDF1) 42 AUDC0 (AUDC1) 43 AUDV0 (AUDV1) 43 WRITE ADDRESS SUMMARY 44 READ ADDRESS SUMMARY 45 TIA O0..02 AND LUM TIMING 46 TIA WRITE TIMING CHARACTERISTICS 47 TIA READ TIMING CHARACTERISTICS 48 TIA COMP-SYN AND READY TIMING 49 RSYNC, RES0O, H01, H02, SHB, 02, 0O 50 TIA RSYNC AND BLANK AND READY TIMING 51 TELEVISION PROTOCOL (The TV picture according to Atari) For the purposes of Stella programming, a single television frame consists of 262 horizontal lines, and each line is divided by 228 clock counts (3.58MHz). The actual TV picture is drawn line by line from the top down 60 times a second, and actaully consists of only a portion of the entire frame (see diag. #1). A typical frame will consists of 3 vertical sync (VSYNC) lines*, 37 vertical blank (VBLANK) lines, 192 TV picture lines, and 30 overscan lines. Ataris research has shown that this pattern will work on all types of TV sets. Each scan lines starts with 68 clock counts of horizontal blank (not seen on the TV screen) followed by 160 clock counts to fully scan one line of TV picture. When the electron beam reaches the end of a scan line, it returns to the left side of the screen, waits for the 68 horizontal blank clock counts, and proceeds to draw the next line below. All horizontal timing is taken care of by hardware, but the microprocessor must manually control vertical timing to signal the start of the next frame. When the last line of the previous frame is detected, the microprocessor must generate 3 lines of VSYNC, 37 lines of VBLANK, 192 lines of actual TV picture, and 30 lines of overscan. Fortunately, both VSYNC and VBLANK can simply be turned on and off at the appropriate times, freeing the microprocessor for other activities during their execution. * (to signal the TV set to start a new frame) The actual TV picture is drawn one line at a time by having the microprocessor enter the data for that line into the Television Interface Adaptor (TIA) chip, which then converts the data into video signals. The TIA can only have data in it that pertains to the line being currently drawn, so the microprocessor must be one step ahead of the electron beam on each line. Since one microprocessor machine cycle occurs every 3 clock counts, the programmer has only 76 machine cycles per line (228/3 = 76) to construct the actual picture (actually less because the microprocessor must be ahead of the raster). To allow more time for the software, it is customary (but not required) to update the TIA every two scan lines. The portion of the program that constructs this TV picture is referred to as the Kernel, as it is the essence or kernel of the game. In general, the remaining 70 scan lines (3 for VSYNC, 37 for VBLANK, and 30 for overscan) will provides 5,320 machine cycles (70 lines x 76 machine cycles) for housekeeping and game logic. Such activities as calculating the new position of a player, updating the score, and checking for new inputs are typically done during this time. Diagram 1 - Atari TV Frame The TIA (as seen by the programmer) 1.0 General Description The TIA is a custom IC designed to create the TV picture and sound from the instructions sent to it by the microprocessor. It converts the 8 bit parallel data from the microprocessor into signals that are sent to video modulation circuits which combine and shape those signals to be compatible with ordinary TV reception. A playfield and 5 moveable objects can be created and manipulated by software. A playfield consisting of walls, clouds, barriers, and other seldom moved objects can be created over a colored background. The 5 moveable objects can be positioned anywhere, and consists of 2 players, 2 missiles, and a ball. The playfield, players, missiles, and ball are created and manipulated by a series of registers in the TIA that the microprocessor can address and write into. Each type of object has certain defined capabilities. For example, a player can be moved with one instruction, but the playfield must be completely re-drawn in order to make it move. Color and luminosity (brightness) can be assigned to the background, playfield, and 5 moveable objects. Sound can also be generated and controlled for volume, pitch, and type of sound. Collisions between the various objects on the TV screen are detected by the TIA and can be read by the microprocessor . Input ports which can be read by the microprocessor give the status of some of the various hand held controllers. 2.0 The Registers All instructions to the TIA are achieved by addressing and writing to various registers in the chip. A key point to remember is data written in a register is latched an retained until altered by another write operation into that register. For example, if the color register for a player is set for red, that player will be red every time it is drawn until that color register is changed. All of the registers are addressed by the microprocessor as part of the overall RAM/ROM memory space. All registers have fixed address locations and pre-assigned address names for handy reference. Many registers do not use all 8 data bits, and some registers are used to strobe or trigger events. A strobe register executes its function the instant it is written to (the data written is ignored). The only registers the microprocessor can read are the collision registers and input port registers. These registers are conveniently arranged so that the data bits of interest always appear as data bits 6 or 7 for easy access. 3.0 Synchronization 3.1 Horizontal Timing When the electron beam scans across the TV screen and reaches the right edge, it must be turned off and moved back to the left edge of the screen to begin the next scan line. The TIA takes care of this automatically, independent of the microprocessor. A 3.58 MHz oscillator generates clock pulses called color clocks which go into a pulse counter in the TIA. This counter allows 160 color clocks for the beam to reach the right edge, then generates a horizontal sync signal (HSYNC) to return the beam to the left edge. It also generates the signal to turn the beam off (horizontal blanking) during its return time of 68 color clocks. Total round trip for the electron beam is 160 + 68 = 228 color clocks. Again, all the horizontal timing is taken care of by the TIA without assistance from the microprocessor. 3.2 Microprocessor Synchronization The microprocessors clock is the 3.58 MHz oscillator divided by 3, so one machine cycle is 3 color clocks. Therefore, one complete scan line of 228 color clocks allows only 76 machine cycles (228/3 = 76) per scan line. The microprocessor must be synchronized with the TIA on a line-by-line basis, but program loops and branches take unpredictable lengths of time. To solve this software sync. problem, the programmer can use the WSYNC (Wait for SYNC) strobe register. Simply writing to the WSYNC causes the microprocessor to halt until the electron beam reaches the right edge of the screen, then the microprocessor resumes operation at the beginning of the 68 color clocks for horizontal blanking. Since the TIA latches all instructions until altered by another write operation, it could be updated every 2 or 3 lines. The advantage is the programmer gains more time to execute software, but at a price paid with lower vertical resolution in the graphics. NOTE: WSYNC and all the following addresses bit structures are itemized in the TIA hardware manual. The purpose of this document is to make them understandable. 3.3 Vertical timing When the electron beam has scanned 262 lines, the TV set must be signaled to blank the beam and position it at the top of the screen to start a new frame. This signal is called vertical sync, and the TIA must transmit this signal for at least 3 scan lines. This is accomplished by writing a 1 in D1 of VSYNC to turn it on, count at least 2 scan lines, then write a 0 to D1 of VSYNC to turn it off. To physically turn the beam off during its repositioning time, the TV set needs 37 scan lines of vertical blanks signal from the TIA. This is accomplished by writing a 1 in D1 of VBLANK to turn it on, count 37 lines, then write a 0 to D1 of VBLANK to turn it off. The microprocessor is of course free to execute other software during the vertical timing commands, VSYNC and VBLANK. 4.0 Color and Luminosity Color and luminosity can be assigned to the background (BK), playfield (PF), ball (BL), player 0 (P0), player 1(P1), missile 0 (M0), and missile 1 (M1). There are only four color-lum registers for these 7 objects, so the objects are paired to share the same register according to the following list: color-lum register Objects colored COLUMP0 P0, M0 (player 0, missile 0) COLUMP1 P1, M1 (player 1, missile 1) COLUMPF PF, BL (playfield, ball) COLUMBK BK (background) For example, if the COLUMP0 register is set for light red, both P0 and M0 will be light red when drawn. A color-lum register is set for both color and luminosity by writing a single 7 bit instruction to that register. Four of the bits select one of the 16 available colors, and the other 3 bits select one of 8 levels of luminosity (brightness). The specific codes required to create specific color and lum are listed in the Detailed Address List of the TIA hardware manual. As with all registers (except the strobe registers), the data written to them is latched until altered by another write operation. 5.0 Playfield The PF register is used to create a playfield of walls, clouds, barriers, etc., that are seldom moved. This low resolution register is written into to draw the left half of the TV screen only. The right half of the screen is drawn by software selection of whether a duplication or a reflection of the right half. The PF register is 20 bits wide, so the 20 bits are written into 3 addresses: PF0, PF1, and PF2. PF0 is only 4 bits wide and constructs the first 4 bits of the playfield, starting at the left edge of the TV screen. PF1 constructs the next 8 bits, and PF2 the last 8 bits which end at the center of the screen. The PF register is scanned from left to right and where a 1 is found the PF color is drawn, and where a 0 is found, the BK color is drawn. To clear the playfield, obviously zeros must be written into PF0, PF1, and PF2. To make the right half of the playfield into a duplication or copy of the left half, a 0 is written to D0 of the CTLPF (control playfield) register. Writing a 1 will cause the reflection to be displayed. 6.0 The Moveable Objects Graphics All 5 moveable objects (P0, M0, P1, M1, BL) can be assigned a horizontal location on the screen and moved left or right relative to their location. Vertical positions, however, are treated in an entirely different manner. In principle, these objects appear at whatever scan lines their graphics registers are enabled. For example, let us assume the ball is to be positioned vertically in the center of the screen. The screen has 192 scan lines and we want the ball to be 2 scan lines thick. The ball graphics would be disabled until scan line 96, enabled for 2 scan lines, then disabled for the rest of the frame. Each type of object (players, missiles, and ball) has its own characteristics and limitations. 6.1 Missile Graphics (M0, M1) The two missile graphics registers will draw a missile on any scan line by writing a 1 to the one bit enable missile registers (ENAM0, ENAM1). Writing a 0 to these registers will disable the graphics. The missiles left edge is positioned by a horizontal position register, but the right edge is a function of how wide the missile is make. Width of a missile is controlled by writing into bits D4 and D5 of the number-size registers (NUSIZ0, NUSIZ1). This has the effect of stretching the missile out over 1,2,4, or 8 color clock counts (a full scan line is 160 color clocks). 6.2 Ball Graphics (BL) The ball graphics register works just like the missile registers. Writing a 1 to the enable ball register (ENABL) enables the ball graphics until the register is disabled. The ball can also be stretched to widths of 1, 2, 4, or 8 color clock counts by writing to bits D4 and D5 of the CTRLPF register. The ball can also be vertically delayed one can line. For example, if the ball graphics were enabled on scan line 95, it could be delayed to not display on the screen until scan line 96 by writing a 1 to D0 of the vertical delay (VDELBL) register. The reason for having a vertical delay capability is because most programs will update the TIA every 2 lines. This confines all vertical movements of objects to 2 scan line jumps. The use of vertical delay allows the objects to move one scan line at a time. 6.3 Player Graphics (P0, P1) The player graphics are the most sophisticated of all the moveable objects. They have all the capabilities of the missile and ball graphics, plus three move capabilities. Players can take on a shape such as a man or an airplane, and the player can easily be flipped over horizontally to display the mirror image (reflection) instead of the original image, plus multiple copies of the players can be created. The player graphics are drawn line-by-line like all other graphics. The difference here is each scan line of the player is 8 bits wide, whereas the missiles and ball are one bit wide. Therefore, a player can be though of as being drawn of graph paper 8 squares wide and as tall as desired. To color in the squares of this imaginary graph paper, 8 data bits are written into the players graphics registers (GP0, GP1). This 8 bit register is scanned from D7 to D0, and wherever a 1 is found that square gets the players color (from the color-lum register) and where a 0 is found that square gets the background color. To position a player vertically, simply leave all 0s in the graphics registers (GP0, GP1) until the electron beam is on the scan line desired, write to the graphics register line- by-line describing the player, then write all 0s to turn off the players graphics until the end of that frame. To display a mirror image (reflection) instead of the original figure, write a 1 to D3 of the one bit reflection register (REFP0, REFP1). A 0 written to these registers restores the original figure. Multiple copies of players as well as their size are controlled by writing 3 bits (D0, D1, D2) into the number- size registers (NUSIZ0, NUSIZ1). These three bits select from 1 to 3 copies of the player, spacing of those copies, as well as the size of the player (each square of the player can be 1, 2, or 4 clocks wide). Whenever multiple copies are selected, the TIA automatically creates the same number of copies of the missile for that player. Again, the specifics of all this are laid out in the TIA hardware manual. Vertical delay for the players works exactly like the ball by writing a 1 to D0 in the players vertical delay registers (VDELP0, VDELP1). Writing a 0 to these locations disables the vertical delay. 7.0 Horizontal Positioning The horizontal position of each object is set by writing to its associated reset register (RESP0, RESP1, RESM0, RESM1, RESBL) which are all strobe registers (they trigger their function as soon as they are addressed). That causes the object to be positioned wherever the electron bean was in its sweep across the screen when the register was reset. for example, if the electron beam was 60 color clocks into a scan line when RESP0 was written to, player 0 would be positioned 60 color clocks "in on the next scan line. Whether or not P0 is actually drawn on the screen is a function of the data in the GP0 register, but if it were drawn, it would show up at 60. Resets to these registers anywhere during horizontal blanking will position objects at the left edge of the screen (color clock 0). Since there are 3 color clocks per machine cycle, and it can take up to 5 machine cycles to write the register, the programmer is confined to positioning the objects at 15 color clock intervals across the screen. This course positioning is fine tuned by the Horizontal Motion, explained in section 8.0. Missiles have an additional positioning command. Writing a 1 to D1 of the reset missile-to-player register (RESMP0, RESMP1) disables that missiles graphics (turns it off) and repositions it horizontally to the center of its associated player. Until a 0 is written to the register, the missiles horizontal position is locked to the center of its player in preparation to be fired again. 8.0 Horizontal Motion Horizontal motion allows the programmer to move any of the 5 graphics objects relative to their current horizontal position. Each object has a 4 bit horizontal motion register (HMP0, HMP1, HMM0, HMM1, HMBL) that can be loaded with a value in the range of +7 to -8 (negative values are expressed in twos complement from). This motion is not executed until the HMOVE register is written to, at which time all motion registers move their respective objects. Objects can be moved repeatedly by simply executing HMOVE. Any object that is not to move must have a 0 in its motion register. With the horizontal positioning command confined to positioning objects at 15 color clock intervals, the motion registers fills in the gaps by moving objects +7 to -8 color clocks. Objects can not be placed at any color clock position across the screen. All 5 motion registers can be set to zero simultaneously by writing to the horizontal motion clear register (HMCLR). There are timing constraints for the HMOVE command. The HMOVE command must immediately follow a WSYNC (Wait for SYNC) to insure the HMOVE operation occurs during horizontal blanking. This is to allow sufficient time for the motion registers to do their thing before the electron beam starts drawing the next scan line. Also, for mysterious internal hardware considerations, the motion registers should not be modified for at least 24 machine cycles after an HMOVE command. 9.0 Object Priorities Each object is assigned a priority so when any two objects overlap the one with the highest priority will appear to move in front of the other. To simplify hardware logic, the missiles have the same priority as their associated player, and the ball has the same priority as the playfield. The background, of course, has the lowest priority. The following table illustrates the normal (default) priority assignments. Priority Objects 1 P0, M0 2 P1, M1 3 BL, PF 4 BK This priority assignment means that players and missiles will move in front of the playfield. To make the players and missiles move behind the playfield, a "1" must be written to D2 of the CTRLPF register. The following table illustrates how the priorities are affected: Priority Objects 1 PF, BL 2 P0, M0 3 P1, M1 4 BK One more priority control is available to be used for displaying the score. When a "1" is written to D1 of the CTRLPF register, the left half of the playfield takes on the color of player 0, and the right half the color of player 1. The game score can now be displayed using the PF graphics register, and the score will be in the same color as its associated player. 10.0 Collisions The TIA detects collisions between a
"Hacking Final Fantasy 1 for NES"
Final Fantasy 1 for NES Hacking Text by : Tekno T This hacking file is made for the people who wants to change the power of the 1st, 2nd, 3rd 4th heroes of your party, of course only for FF1. NOTE: Open this file in dos. To make use of this file you must have the following - ff1 rom - nesticle emulator - hex work shop - ff1.st* saves using the F5 - how to use hex numbers ex. 10 in hex = 16 in our number system How to use this file - open hex work shop and open ff1.st* (whatever the name is) - change the value of the given offset to whatever you want - offset 126 is offset 00000126, i just shortened it - the weapon list at the end of the page is for your item when you choose weapons, the armor list isn't done yet - I finish hacking most of the stuff, but it is not done completely, such as gold, armor list, magic list 1st HERO offset 126 - level offset 10A & 10B - current HP offset 10C & 10D - max HP offset 110 - strengh offset 111 - agile offset 112 - inteligent offset 113 - vitality offset 114 - luck offset 120 - damage offset 121 - hit % offset 122 - absorb offset 123 - evade % offset 116 - for lev up offset 118 - 1st weapon offset 119 - 2nd weapon offset 11A - 3rd weapon offset 11B - 4th weapon offset 11C - 1st armor offset 11D - 2nd armor offset 11E - 3rd armor offset 11f - 4th armor offset 300 - Lv.1 magic 1 offset 301 - Lv.1 magic 2 offset 302 - Lv.1 magic 3 offset 304 - Lv.2 magic 1 offset 305 - Lv.2 magic 2 offset 306 - Lv.2 magic 3 offset 308 - Lv.3 magic 1 offset 309 - Lv.3 magic 2 offset 30A - Lv.3 magic 3 offset 30C - Lv.4 magic 1 offset 30D - Lv.4 magic 2 offset 30E - Lv.4 magic 3 offset 310 - Lv.5 magic 1 offset 311 - Lv.5 magic 2 offset 312 - Lv.5 magic 3 offset 314 - Lv.6 magic 1 offset 315 - Lv.6 magic 2 offset 316 - Lv.6 magic 3 offset 318 - Lv.7 magic 1 offset 319 - Lv.7 magic 2 offset 31A - Lv.7 magic 3 offset 31C - Lv.8 magic 1 offset 31D - Lv.8 magic 2 offset 31E - Lv.8 magic 3 offset 320 - Lv.1 max MP offset 321 - Lv.2 max MP offset 322 - Lv.3 max MP offset 323 - Lv.4 max MP offset 324 - Lv.5 max MP offset 325 - Lv.6 max MP offset 326 - Lv.7 max MP offset 327 - Lv.8 max MP offset 328 - Lv.1 current MP offset 329 - Lv.2 current MP offset 32A - Lv.3 current MP offset 32B - Lv.4 current MP offset 32C - Lv.5 current MP offset 32D - Lv.6 current MP offset 32E - Lv.7 current MP offset 32F - Lv.8 current MP 2nd HERO offset 166 - level offset 14A & 10B - current HP offset 14C & 10D - max HP offset 150 - strengh offset 151 - agile offset 152 - inteligent offset 153 - vitality offset 154 - luck offset 160 - damage offset 161 - hit % offset 162 - absorb offset 163 - evade % offset 156 - for lev up offset 158 - 1st weapon offset 159 - 2nd weapon offset 15A - 3rd weapon offset 15B - 4th weapon offset 15C - 1st armor offset 15D - 2nd armor offset 15E - 3rd armor offset 15F - 4th armor offset 340 - Lv.1 magic 1 offset 341 - Lv.1 magic 2 offset 342 - Lv.1 magic 3 offset 344 - Lv.2 magic 1 offset 345 - Lv.2 magic 2 offset 346 - Lv.2 magic 3 offset 348 - Lv.3 magic 1 offset 349 - Lv.3 magic 2 offset 34A - Lv.3 magic 3 offset 34C - Lv.4 magic 1 offset 34D - Lv.4 magic 2 offset 34E - Lv.4 magic 3 offset 310 - Lv.5 magic 1 offset 351 - Lv.5 magic 2 offset 352 - Lv.5 magic 3 offset 354 - Lv.6 magic 1 offset 355 - Lv.6 magic 2 offset 356 - Lv.6 magic 3 offset 358 - Lv.7 magic 1 offset 359 - Lv.7 magic 2 offset 35A - Lv.7 magic 3 offset 35C - Lv.8 magic 1 offset 35D - Lv.8 magic 2 offset 35E - Lv.8 magic 3 offset 360 - Lv.1 max MP offset 361 - Lv.2 max MP offset 362 - Lv.3 max MP offset 363 - Lv.4 max MP offset 364 - Lv.5 max MP offset 365 - Lv.6 max MP offset 366 - Lv.7 max MP offset 367 - Lv.8 max MP offset 368 - Lv.1 current MP offset 369 - Lv.2 current MP offset 36A - Lv.3 current MP offset 36B - Lv.4 current MP offset 36C - Lv.5 current MP offset 36D - Lv.6 current MP offset 36E - Lv.7 current MP offset 36F - Lv.8 current MP 3rd HERO offset 1A6 - level offset 18A & 18B - current HP offset 18C & 18D - max HP offset 190 - strengh offset 191 - agile offset 192 - inteligent offset 193 - vitality offset 194 - luck offset 1A0 - damage offset 1A1 - hit % offset 1A2 - absorb offset 1A3 - evade % offset 196 - for lev up offset 198 - 1st weapon offset 199 - 2nd weapon offset 19A - 3rd weapon offset 19B - 4th weapon offset 19C - 1st armor offset 19D - 2nd armor offset 19E - 3rd armor offset 19f - 4th armor offset 380 - Lv.1 magic 1 offset 381 - Lv.1 magic 2 offset 382 - Lv.1 magic 3 offset 384 - Lv.2 magic 1 offset 385 - Lv.2 magic 2 offset 386 - Lv.2 magic 3 offset 388 - Lv.3 magic 1 offset 389 - Lv.3 magic 2 offset 38A - Lv.3 magic 3 offset 38C - Lv.4 magic 1 offset 38D - Lv.4 magic 2 offset 38E - Lv.4 magic 3 offset 390 - Lv.5 magic 1 offset 391 - Lv.5 magic 2 offset 392 - Lv.5 magic 3 offset 394 - Lv.6 magic 1 offset 395 - Lv.6 magic 2 offset 396 - Lv.6 magic 3 offset 398 - Lv.7 magic 1 offset 399 - Lv.7 magic 2 offset 39A - Lv.7 magic 3 offset 39C - Lv.8 magic 1 offset 39D - Lv.8 magic 2 offset 39E - Lv.8 magic 3 offset 3A0 - Lv.1 max MP offset 3A1 - Lv.2 max MP offset 3A2 - Lv.3 max MP offset 3A3 - Lv.4 max MP offset 3A4 - Lv.5 max MP offset 3A5 - Lv.6 max MP offset 3A6 - Lv.7 max MP offset 3A7 - Lv.8 max MP offset 3A8 - Lv.1 current MP offset 3A9 - Lv.2 current MP offset 3AA - Lv.3 current MP offset 3AB - Lv.4 current MP offset 3AC - Lv.5 current MP offset 3AD - Lv.6 current MP offset 3AE - Lv.7 current MP offset 3AF - Lv.8 current MP 4th HERO offset 1E6 - level offset 1CA & 1CB - current HP offset 1CC & 1CD - max HP offset 1D0 - strengh offset 1D1 - agile offset 1D2 - inteligent offset 1D3 - vitality offset 1D4 - luck offset 1E0 - damage offset 1E1 - hit % offset 1E2 - absorb offset 1E3 - evade % offset 1D6 - for lev up offset 1D8 - 1st weapon offset 1D9 - 2nd weapon offset 1DA - 3rd weapon offset 1DB - 4th weapon offset 1DC - 1st armor offset 1DD - 2nd armor offset 1DE - 3rd armor offset 1DF - 4th armor offset 3C0 - Lv.1 magic 1 offset 3C1 - Lv.1 magic 2 offset 3C2 - Lv.1 magic 3 offset 3C4 - Lv.2 magic 1 offset 3C5 - Lv.2 magic 2 offset 3C6 - Lv.2 magic 3 offset 3C8 - Lv.3 magic 1 offset 3C9 - Lv.3 magic 2 offset 3CA - Lv.3 magic 3 offset 3CC - Lv.4 magic 1 offset 3CD - Lv.4 magic 2 offset 3CE - Lv.4 magic 3 offset 3D0 - Lv.5 magic 1 offset 3D1 - Lv.5 magic 2 offset 3D2 - Lv.5 magic 3 offset 3D4 - Lv.6 magic 1 offset 3D5 - Lv.6 magic 2 offset 3D6 - Lv.6 magic 3 offset 3D8 - Lv.7 magic 1 offset 3D9 - Lv.7 magic 2 offset 3DA - Lv.7 magic 3 offset 3DC - Lv.8 magic 1 offset 3DD - Lv.8 magic 2 offset 3DE - Lv.8 magic 3 offset 3E0 - Lv.1 max MP offset 3E1 - Lv.2 max MP offset 3E2 - Lv.3 max MP offset 3E3 - Lv.4 max MP offset 3E4 - Lv.5 max MP offset 3E5 - Lv.6 max MP offset 3E6 - Lv.7 max MP offset 3E7 - Lv.8 max MP offset 3E8 - Lv.1 current MP offset 3E9 - Lv.2 current MP offset 3EA - Lv.3 current MP offset 3EB - Lv.4 current MP offset 3EC - Lv.5 current MP offset 3ED - Lv.6 current MP offset 3EE - Lv.7 current MP offset 3EF - Lv.8 current MP Weapons 00 - nothing 10 - silver knife 20 - defense 01 - wooden nunchuck 11 - silver sword 21 - wizard staff 02 - small knife 12 - silver hammer 22 - vorpal 03 - wooden staff 13 - silver axe 23 - catclaw 04 - rapier 14 - flame sword 24 - thor hammer 05 - iron hammer 15 - ice sword 25 - bane sword 06 - short sword 16 - dragon sword 26 - katana 07 - hand axe 17 - giant sword 27 - xcalber 08 - scimtar 18 - sun sword 28 - masamune 09 - iron nunchuck 19 - corel sword 29 - cloth 0A - large knife 1A - were sword 2A - wooden armor 0B - iron staff 1B - rune sword 2B - chain armor 0C - sabre 1C - power staff 2C - iron armor 0D - long sword 1D - light axe 2D - steel armor 0E - great axe 1E - heal staff 2E - silver amror 0F - falchon 1F - mage staff 2F - flame armor 30 - ice armor 40 - buckler 50 - proring 31 - opal armor 41 - procape 32 - dragon armor 42 - cape 33 - copper bracelet 43 - wooden helmet 34 - silver bracelet 44 - iron helmet 35 - gold bracelet 45 - silver helmet 36 - opal bracelet 46 - opal helmet 37 - white shirt 47 - heal helmet 38 - black shirt 48 - ribbon 39 - wooden shield 49 - gloves 3A - iron shield 4A - copper gauntlet 3B - silver shield 4B - iron gauntlet 3C - flame shield 4C - silver gauntlet 3D - ice shield 4D - zeus gauntlet 3E - opal shield 4E - power gauntlet 3F - aegis 4F - opal gauntlet note: if you want the item to be equipped just add 80 to the hex number ex- 3A - iron shield 4C - silver gauntlet BA - iron shield equipped CC - silver gauntlet equipped coming soon... more RPG hacking text such as chrono trigger
More programming text coming soon!!! Here is a peak at whats coming: "How to hack games", "How to build an emulator- a simple guied".
http://homepages.go.com/~uebs/UEB.html
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