#### 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. This list was generated by a simple script and might contain many errors.    

Example:  
A172,24,48  
checksum, size in Mbit, number of banks (lorom needs twice as many banks as hirom for the same rom size, lorom: 32kb banks, hirom: 64kb banks)  

#### PCE_CRC_LIST.txt    
Placing this file into the root of the SD card will enable verify and automatic game name identifier.    

#### 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   

#### NBAJAMTE.eep    
NBA Jam T.E. Rev 0 has faulty code that will erase the EEPROM when the cart is played on the console. Solution: Write the included save file to the cart.  Play the cart on the console as normal.  Create new saves as needed.  When done playing, HOLD THE RESET BUTTON DOWN BEFORE TURNING THE CONSOLE OFF.