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Update README.md
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sd/README.md
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sd/README.md
@ -39,7 +39,7 @@ A172,24,48
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checksum, size in Mbit, number of banks (lorom needs twice as many banks as hirom for the same rom size)
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checksum, size in Mbit, number of banks (lorom needs twice as many banks as hirom for the same rom size)
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#### hirom64.map
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#### hirom64.map
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This is a Nintendo Power mapping file that changes the mapping to a single 4MB HiRom game with 64Kbit/8KByte save. The first byte is used to specify the mapping.
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This is a Nintendo Power SF Memory mapping file that changes the mapping to a single 4MB HiRom game with 64Kbit/8KByte save. The first byte is used to specify the mapping.
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Bit0-1 SRAM Size (0=2K, 1=8K, 2=32K, 3=None) ;ie. 2K SHL (N*2)
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Bit0-1 SRAM Size (0=2K, 1=8K, 2=32K, 3=None) ;ie. 2K SHL (N*2)
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Bit2-4 ROM Size (0=512K, 2=1.5M, 5=3M, 7=4M) ;ie. 512K*(N+1)
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Bit2-4 ROM Size (0=512K, 2=1.5M, 5=3M, 7=4M) ;ie. 512K*(N+1)
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@ -55,7 +55,7 @@ Example:
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01 -> 8K
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01 -> 8K
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#### lorom256.map
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#### lorom256.map
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This is a Nintendo Power mapping file that changes the mapping to a single 4MB LoRom game with 256Kbit/32 KByte save.
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This is a Nintendo Power SF Memory mapping file that changes the mapping to a single 4MB LoRom game with 256Kbit/32 KByte save.
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Example:
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Example:
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0x1e = 0b 00 0 111 10
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0x1e = 0b 00 0 111 10
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@ -63,3 +63,67 @@ Example:
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0
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0
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0b111 -> 7 -> 4M
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0b111 -> 7 -> 4M
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0x10 -> 2 ->32k
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0x10 -> 2 ->32k
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#### mbc5.map
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This is a Nintendo Power GB Memory mapping file that changes the mapping to a single 1MB MBC5 game with 32 KByte save.
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GB Mapping Info (by skaman)
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Entries start at 0x0 divided into 3 Byte segments
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For example, let's look at the start of the mapping for a multi-game cart:
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A8 00 00 71 04 00 48 94 04 separates into
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A8 00 00 MENU
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71 04 00 GAME 1
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48 94 04 GAME 2
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Byte 00 of each entry contains the MBC Type, ROM Size, and SRAM Size (start).
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SRAM Size is 3 bits across Byte 00 and Byte 01.
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MBC SZE SRAM
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A8 = 101 010 00 0 MBC5, size 2 = 128KB
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71 = 011 100 01 0 MBC3, size 4 = 512KB, SRAM 8KB
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48 = 010 010 00 1 MBC2, size 2 = 128KB, SRAM MBC2
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Byte 00: 1st 3 Bits = MBC Type
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000 = MBC0
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001 = MBC1
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010 = MBC2
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011 = MBC3
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101 = MBC5
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Byte 00: 2nd 3 Bits = ROM Size (minimum size is 128KB due to block size)
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010 = Size 2 - 128KB
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011 = Size 3 - 256KB
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100 = Size 4 - 512KB
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101 = Size 5 - 1MB
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Byte 00: Last 2 Bits (bit1..bit0) + Byte 01: 1st Bit (bit7) = SRAM Size
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00 0 = NONE
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00 1 = SRAM MBC2
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01 0 = SRAM 8KB
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01 1 = SRAM 32KB
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Byte 01 contains the SRAM Size (end) and ROM Block in the Flash.
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ROM Blocks are 128KB (8 total)
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Byte 01: Last 7 Bits (bit6..bit0) = ROM Block
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00 = ROM Block 0 start offset 0KB
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04 = ROM Block 1 start offset 128KB
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08 = ROM Block 2 start offset 256KB
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0C = ROM Block 3 start offset 384KB
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10 = ROM Block 4 start offset 512KB
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14 = ROM Block 5 start offset 640KB
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18 = ROM Block 6 start offset 768KB
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1C = ROM Block 7 start offset 896KB
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Byte 02 contains the RAM Block in the SRAM.
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RAM Blocks are 8KB (16 total)
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Byte 02: RAM Block:
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00 = RAM Block 0 start offset 0KB
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04 = RAM Block 1 start offset 8KB
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08 = RAM Block 2 start offset 16KB
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0C = RAM Block 3 start offset 24KB
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and so on until RAM Block 15.
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Going back to our example cart:
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A8 00 00 MENU: MBC5, size 2 = 128KB, ROM Block 0, RAM Block 0 (Ignored since SRAM is 000)
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71 04 00 GAME 1: MBC3, size 4 = 512KB, SRAM 8KB, ROM Block 1, RAM Block 0
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48 94 04 GAME 2: MBC2, size 2 = 128KB, SRAM MBC2, ROM Block 5, RAM Block 1
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