#### Copy these files to the root of your SD card. #### gba.txt This file stores the GBA database which is needed because the save type and rom size are not stored inside the rom. Example: A22J,08,3 game id, size in MByte, savetype Savetypes: 0 = Unknown or no save 1 = 4k Eeprom 2 = 64K Eeprom 3 = 256K Sram 4 = 512K Flash 5 = 1024K Flash 6 = 512K Sram #### n64.txt This file stores the N64 database which is needed because the save type and rom size are not stored inside the rom. The CRC32 checksum is used to verify a good dump. Example: 002c3b2a,NO7P,32,0 CRC32, game id, size in MByte, savetype Savetypes: 0 = no save chip 1 = SRAM 4 = Flashram 5 = 4K Eeprom 6 = 16K Eeprom #### snes.txt This file is needed for odd sized SNES games like Final Fantasy (JAP), Super Metroid(US/JAP) or Tales of Symphonia. Without this file you will get overdumps and the checksum calculation will fail. There are still a lot games missing from this list. Example: A172,24,48 checksum, size in Mbit, number of banks (lorom needs twice as many banks as hirom for the same rom size) #### hirom64.map 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. Bit0-1 SRAM Size (0=2K, 1=8K, 2=32K, 3=None) ;ie. 2K SHL (N*2) Bit2-4 ROM Size (0=512K, 2=1.5M, 5=3M, 7=4M) ;ie. 512K*(N+1) Bit5 Zero (maybe MSB of ROM Size for carts with three FLASH chips) (set for HIROM:ALL) Bit6-7 Mode (0=Lorom, 1=Hirom, 2=Forced HIROM:MENU, 3=Forced HIROM:ALL) More info: http://problemkaputt.de/fullsnes.htm#snescartnintendopowerflashcard Example: 0x5d = 0b 01 0 111 01 01 -> Hirom 0 111 -> 4M 01 -> 8K #### lorom256.map This is a Nintendo Power SF Memory mapping file that changes the mapping to a single 4MB LoRom game with 256Kbit/32 KByte save. Example: 0x1e = 0b 00 0 111 10 00 -> Lorom 0 0b111 -> 7 -> 4M 0x10 -> 2 ->32k #### mbc5.map This is a Nintendo Power GB Memory mapping file that changes the mapping to a single 1MB MBC5 game with 32 KByte save. GB Mapping Info (by skaman) Entries start at 0x0 divided into 3 Byte segments For example, let's look at the start of the mapping for a multi-game cart: A8 00 00 71 04 00 48 94 04 separates into A8 00 00 MENU 71 04 00 GAME 1 48 94 04 GAME 2 Byte 00 of each entry contains the MBC Type, ROM Size, and SRAM Size (start). SRAM Size is 3 bits across Byte 00 and Byte 01. MBC SZE SRAM A8 = 101 010 00 0 MBC5, size 2 = 128KB 71 = 011 100 01 0 MBC3, size 4 = 512KB, SRAM 8KB 48 = 010 010 00 1 MBC2, size 2 = 128KB, SRAM MBC2 Byte 00: 1st 3 Bits = MBC Type 000 = MBC0 001 = MBC1 010 = MBC2 011 = MBC3 101 = MBC5 Byte 00: 2nd 3 Bits = ROM Size (minimum size is 128KB due to block size) 010 = Size 2 - 128KB 011 = Size 3 - 256KB 100 = Size 4 - 512KB 101 = Size 5 - 1MB Byte 00: Last 2 Bits (bit1..bit0) + Byte 01: 1st Bit (bit7) = SRAM Size 00 0 = NONE 00 1 = SRAM MBC2 01 0 = SRAM 8KB 01 1 = SRAM 32KB Byte 01 contains the SRAM Size (end) and ROM Block in the Flash. ROM Blocks are 128KB (8 total) Byte 01: Last 7 Bits (bit6..bit0) = ROM Block 00 = ROM Block 0 start offset 0KB 04 = ROM Block 1 start offset 128KB 08 = ROM Block 2 start offset 256KB 0C = ROM Block 3 start offset 384KB 10 = ROM Block 4 start offset 512KB 14 = ROM Block 5 start offset 640KB 18 = ROM Block 6 start offset 768KB 1C = ROM Block 7 start offset 896KB Byte 02 contains the RAM Block in the SRAM. RAM Blocks are 8KB (16 total) Byte 02: RAM Block: 00 = RAM Block 0 start offset 0KB 04 = RAM Block 1 start offset 8KB 08 = RAM Block 2 start offset 16KB 0C = RAM Block 3 start offset 24KB and so on until RAM Block 15. Going back to our example cart: A8 00 00 MENU: MBC5, size 2 = 128KB, ROM Block 0, RAM Block 0 (Ignored since SRAM is 000) 71 04 00 GAME 1: MBC3, size 4 = 512KB, SRAM 8KB, ROM Block 1, RAM Block 0 48 94 04 GAME 2: MBC2, size 2 = 128KB, SRAM MBC2, ROM Block 5, RAM Block 1