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373 lines
14 KiB
Plaintext
373 lines
14 KiB
Plaintext
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THE COMPLETE DOCUMENTATION ABOUT
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GENESIS ROM FORMAT
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Version 1.1
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Release history
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^^^^^^^^^^^^^^^
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Version 1.0 (December, 1997)
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- Initial Release
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Version 1.1 (January, 1998)
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- Splitted rom format explained!
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- New company codes
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- New errors in copyright interpreting found <sigh>
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- Month interpreting (in copyright)
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In this document you will find everything you need to know about
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the information embedded within a Genesis ROM. You will also find
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how to read all this information from the different ROM formats
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(BIN, SMD and MD).
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The information in this document was hacked by Volker Oth (dOnut)
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and by me with help from technical documents found on internet.
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The primary document from the internet that we used was gentech.txt.
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If you want to change this document to add any important info about
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the Genesis ROMs, do it freely but I would like to receive a copy of
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the updated document. Then, I'll add your name in it and post it on my
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homepage. Don't be a lamer and keep all names mentioned here!
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Note that all numbers with a "H" in the left are in hexadecimal, and
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the first byte of a file is the ZERO position. All information is
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provided based on the BIN file-format because of the nature of this
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format(see sections about each rom format).
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*This document should be downloaded from my homepage. Any other site
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may contain outdated material!*
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If you use this information for anything, please give the proper
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credits to the all these names listed below! I would thank you if you
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include a link to our homepages and emails, too!
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Felipe XnaK:
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http://www.classicgaming.com/launchtool
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felipe@ComPorts.com
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Volker Oth (dOnut):
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http://members.aol.com/~volkeroth
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volkeroth@aol.com
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THE BASIC INFORMATION:
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^^^^^^^^^^^^^^^^^^^^^
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H100: 'SEGA MEGA DRIVE' 1
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H110: '(C)SEGA 1988.JUL' 2
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H120: GAME NAME (DOMESTIC) 3
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H150: GAME NAME (OVERSEAS) 4
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H180: 'XX' 5
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H182: 'XXXXXXX-XX' 6
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H18E: XXXX 7
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H190: 'XXXXXXXXXXXXXXXX' 8
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H1A0: 00000000, XXXXXXXX 9
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H1A8: RAM 10
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H1BC: MODEM DATA 11
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H1C8: MEMO 12
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H1F0: Country in which the product 13
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can be released.
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1: This is just the console name. It can be 'SEGA MEGA DRIVE' or
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'SEGA GENESIS' depending on the console's country of origin.
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2: Copyright notice. There SHOULD be 4 characters for the company
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code, a space and then the date in yyyy.mmm format; however, there are
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variations.
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For a listing of company codes, see "TABLE OF COMPANY CODES".
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For a listing of month abbreviations, se "TABLE OF MONTH ABBREVIATIONS".
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When the company uses a number as a company code, the copyright has
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(in most cases!) this format: '(C)T-XX 1988.JUL', where XX is the
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company code. If the company code has three digits, it should use the
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space between the code and the date.
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Some wrong copyrights i've found:
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* The year is written as '199X' or '19XX', or doen't include the
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millenium and the century.
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* The company name is '00' or 'XX'
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* Some companies that use a number for company code overwrite the
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hiphen, not the space.
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* Some companies doesn't include the '(C)' in the beginning and
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others include just their name; some just include the the year
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* Some copyrights have the year and month separated by ',','/', '-',
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space or null character (H00). I'd found one that hasn't any separator
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at all!
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-- Good luck! --
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3: This is the so-called "Domestic game name". Is the name the game has
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in its country of origin. This field is 48 bytes long...
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4: ... and this is the so-called "Overseas game name". This is the name
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the game has worldwide. 48 bytes long too.
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5: Type of product. This is 2 bytes long. Known values:
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GM = Game
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Al = Education
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6: Product code and Version number:
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* The first 7 characters are the product code
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* The 2 characters after the hiphen is the version number. This will
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vary depending on the the type of ROM or software version
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7: Check sum, a two-bytes value (see "Calculating the Checksum")
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8: I/0 support: (this is 16 bytes long)
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J = Joypad 4 = Team Play
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6 = 6-button Joypad 0 = Joystick for MS
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K = Keyboard R = Serial RS232C
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P = Printer T = Tablet
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B = Control Ball V = Paddle Controller
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F = Floppy Disk Drive C = CD-ROM
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L = Activator M = Mega Mouse
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9: ROM capacity. Here you will find the start and end address of the rom,
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respectively. The start address in most cases is 0 and the end address is
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the size of rom in BYTES. Note that these values don't include the headers
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that some rom images have (discussed later). Each address is 4-bytes long.
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10: There is a lot of information here that I can't help you with. What
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I can say is that you can get the start and end positions of the backup
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RAM at offset H1B4. Like in ROM addresses, you first acquire the start,
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then the end address. Remember, these addresses are four bytes each.
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11: If the rom has no support for MODEM, fill this with spaces. If it has
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support for MODEM, then fill in this format: 'MOxxxxyy.z', where:
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xxxx Firm name the same as in 2
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yy MODEM NO.
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z Version
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12: I don't know what the heck it is! But by it's name and considering
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all roms that I investigated, it seems that you can write whatever you want
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in this field...
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13: Countries where the game can be released. What is most interesting
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here is that changing this info in some games has different behaviour.
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Streets of Rage, for example, automatically changes it's name for Bare
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Knuckle if you set the game for Japan. The "official" codes are:
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E = Europe
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J = Japan
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U = USA
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I've found some others as well(I do not guarantee this is correct!)
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A = Asia
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B = Brazil
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4 = Brazil
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F = France
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8 = Hong Kong
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This field can only contain three countries. This isn't really a
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problem because all "unofficial" codes run as Europe! Don't forget to
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set spaces to fill the bytes you don't use in this field.
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TABLE OF COMPANY CODES:
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^^^^^^^^^^^^^^^^^^^^^^
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This table was compiled by myself by just getting the company code
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in the ROM and writing the license that appears on the tittle screen.
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In other words, it probably contains errors and is missing a lot of
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companies.
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When two comp1anies use the same code and are different companies
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(at least to my knownledge) the names are separeted by an "or". If the
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companies are the same (like Acclain and Flying Edge), they're separated
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by a backslash (/).
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CODE COMPANY
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ACLD Ballistic
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ASCI Asciiware
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RSI Razorsoft
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SEGA SEGA
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TREC Treco
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VRGN Virgin Games
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WSTN Westone
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10 Takara
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11 Taito or Accolade
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12 Capcom
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13 Data East
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14 Namco or Tengen
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15 Sunsoft
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16 Bandai
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17 Dempa
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18 Technosoft
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19 Technosoft
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20 Asmik
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22 Micronet
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23 Vic Tokai
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24 American Sammy
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29 Kyugo
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32 Wolfteam
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33 Kaneko
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35 Toaplan
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36 Tecmo
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40 Toaplan
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42 UFL Company Limited
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43 Human
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45 Game Arts
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47 Sage's Creation
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48 Tengen
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49 Renovation or Telenet
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50 Eletronic Arts
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56 Razorsoft
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58 Mentrix
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60 Victor Musical Industries
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69 Arena
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70 Virgin
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73 Soft Vision
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74 Palsoft
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76 Koei
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79 U.S. Gold
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81 Acclaim/Flying Edge
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83 Gametek
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86 Absolute
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93 Sony
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95 Konami
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97 Tradewest
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100 T*HQ Software
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101 Tecmagik
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112 Designer Software
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113 Psygnosis
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119 Accolade
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120 Code Masters
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125 Interplay
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130 Activision
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132 Shiny & Playmates
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144 Atlus
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151 Infogrames
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161 Fox Interactive
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239 Disney Interactive
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- SPECIAL CASES:
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In "Smurfs II" the copyright is just '(C) INFOGRAMES'
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In "Baby's day out" rom, the copyright is: '(C) T-SNK 95-FEB',
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but the company name is "HI-TECH entertainment" <sigh>
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TABLE OF MONTH ABBREVIATIONS:
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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ABBREVIATIONS MONTH
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JAN January
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FEB February
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MAR March
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APR or APL April
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MAY May
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JUN June
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JUL July
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AUG or 08 August
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SEP or SEPT September
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OCT October
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NOV November
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DEC December
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CALCULATING THE CHECKSUM:
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^^^^^^^^^^^^^^^^^^^^^^^^
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Genesis checksum is simple enough... All you need to do is:
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1) Checksum starts as zero
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2) Skip the first 512 bytes of the ROM
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3) Read a byte from the rom and multiply its ascii value by 256, then sum
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it to the checksum
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4) Read the next byte from the rom and just sum it to the checksum
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5) If you're not in the end of file, goto step 3
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6) Get the first 16 bits from the resulting checksum and discard the higher
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bits
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7) That's your checksum!
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Super Magic Drive Binary file-format (.BIN):
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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This rom file-format is a simple rom dump. Nothing more to add!
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Super Magic Drive Interleaved file-format (.SMD):
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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This is a much more complex file-format. It have a 512 bytes header
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and is interleaved in 16KB blocks. These blocks have their even bytes
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at the beginning and the odd bytes at the end of them.
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WHAT YOU FIND IN THE 512 BYTES HEADER:
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0: Number of blocks 1
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1: H03 *
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2: SPLIT? 2
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8: HAA *
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9: HBB *
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ALL OTHER BYTES: H00
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1: This first byte should have the number of 16KB blocks the rom has.
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The header isn't part of the formula, so this number is:
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[size of rom-512]/16386
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If the size is more than 255, the value should be H00.
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2: This byte indicates if the ROM is a part of a splitted rom series. If
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the rom is the last part of the series (or isn't a splitted rom at all),
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this byte should be H00. In other cases should be H40. See "CREATING
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SPLITTED ROMS" for details on this format.
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*: Fixed values
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THE DE-INTERLEAVING CODE (how to convert a SMD to a BIN):
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1) Skip the 512 bytes header
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2) Get 16KB from the ROM (16384 bytes)
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3) Decode the block
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4) Write the decoded block to the BIN file
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DECODING A SMD BLOCK (stating byte is 0):
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1) Get Middlepoint (8192)
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2) Get a byte from the block
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3) If the byte position is equal or smaller than middlepoint, put it
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in the first unused EVEN position of the decoded buffer
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4) If the byte position is greater than middlepoint, put it in the
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first unused ODD position of the decoded buffer
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To convert a BIN to a SMD, just create a header (as explained before) and
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then do the reverse process!
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Multi Game Doctor file-format (.MD):
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The MD file format also doesn't have a header. The interleaving it uses
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is equal to the SMD, but without the division in blocks! (Even bytes in
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the end of file, odd bytes in the beginning).
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THE DECODING A MD (how to convert a MD to a BIN):
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1) Get middlepoint ([size of rom]/2)
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2) Get a byte from the ROM
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3) If the byte position is equal or smaller than the middlepoint put the
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byte in [byte position]*2 of the destination buffer
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4) If the byte position is greater than the middlepoint, put the byte in
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([byte position]*2) - [size of rom] -1
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CREATING SPLITTED ROMS:
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^^^^^^^^^^^^^^^^^^^^^^^
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Splitted ROMs are a SMD divided into pieces. Knowing this, you may
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guess that you first need to convert your ROM to a SMD! :)
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To have a splitted ROM created all you need is divide your SMD in
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several pieces, usually all with the same size (with the exception of
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the last one). After doing that, you need to add a SMD header to all
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these pieces. About these SMD headers:
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1) The number of blocks embedded in them should be relative to the
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piece, not to the joined ROM.
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2) As stated before, with the exception of the last piece, all roms
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should have their SPLIT byte set.
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HOW YOU CAN HELP ME WITH THIS DOCUMENT:
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- Telling me the intricacies of a MGD ROM image. I never found one, but
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I do believe it's equal to MD format.
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- I'm trying to find out how the sprites are saved in Genesis ROMs. If
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you have this info, I would like to have it!
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- I never had a rom with modem support. If you have one, please test if
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the information about it is correct in this documentation (I got it from
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gentech). If you find it's correct, please explain me!!!
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If you have any of this information, send it with your addresses (e-mail,
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homepage, etc) so I can add this to the document! |