WARNING: this isn't tested on any retail cart until now.
keep in mind that the transfer pak isn't a flagship in engineering at all.
better clean the contacts, don't shake it to much and make a test-dump before writing to it. ^^
i mean it should work. :D - just be careful ^^
i was a bit to lazy to program a proper file selection screen, so the restore function is
enabled in the menu, if a file is found that matches up the way the tool is doing it's backup.
e.g.
TITLE: THE GAME
FILE: /GB64/THEGAME.srm
gb64_latest_version (http://krikzz.com/forum/index.php?topic=2298.0)
(force tv type, if the picture is running wild)
good luck! :3
I got it to work and was able to repeat it one or two more times. I have everdrive64 v2. Here are the steps I took:
1. System was turned off
2. Plugged both gb camera and transfer pack SNUGGLY into the controller on port 1.
3. Turn on and start libgbpak beta v.6 (with sram write)
4. Libgbpak makes the gb ding sound and shows the "check connection" message on the bottom and NO -1 or -4
5. If requirements in step 4 has been met, then slightly pull the gb camera out JUST A LITTLE BIT instead of it being all the way in the transfer pack. I am talking about 1 or 2 mm.
6. Press the reset button on the system - not powering it off.
7. Start libgbpak again with a little prayer...
8. Once it shows the name of the game, press B to dump the SRAM, and be patient because it is about 128KB.
Can this information be added to the main post or the readme file or something? I was having the same issue, and pulling the cartridge out just a tiny bit really did the trick.
00 | ROM ONLY | supported |
01 | MBC1 | supported |
02 | MBC1+RAM | supported |
03 | MBC1+RAM+BATTERY | supported |
04 | ??? | |
05 | MBC2 | supported |
06 | MBC2+BATTERY | supported - since v0.62 |
07 | ??? | |
08 | ROM+RAM | supported |
09 | ROM+RAM+BATTERY | supported |
0A | ??? | |
0B | MMM01 | not supported - but possible |
0C | MMM01+RAM | not supported - but possible |
0D | MMM01+RAM+BATTERY | not supported - but possible |
0E | ??? | |
0F | MBC3+TIMER+BATTERY | supported |
10 | MBC3+TIMER+RAM+BATTERY/MBC30 | supported |
11 | MBC3 | supported |
12 | MBC3+RAM | supported |
13 | MBC3+RAM+BATTERY | supported |
14 | ??? | |
15 | MBC4 | experimental - since v0.63 |
16 | MBC4+RAM | experimental - since v0.63 |
17 | MBC4+RAM+BATTERY | experimental - since v0.63 |
18 | ??? | |
19 | MBC5 | supported |
1A | MBC5+RAM | supported |
1B | MBC5+RAM+BATTERY | supported |
1C | MBC5+RUMBLE | supported |
1D | MBC5+RUMBLE+RAM | supported |
1E | MBC5+RUMBLE+RAM+BATTERY | supported |
1F | MBC6 ? | not supported |
20 | MBC6+RAM (e.g. Net de Get Minigame@100) | not supported - need more info |
21 | MBC6+RAM+BATTERY ? | not supported |
22 | MBC7 (Kirby's Tilt n' Tumble, Command Master) | not supported - but possible |
23 | MMBC7+RAM ? | not supported |
24 | MBC7+RAM+BATTERY ? | not supported |
[...] | ||
59 | MBC1 Game Boy Smart Card | not supported - but possible |
[...] | ||
97 | ??? | |
99 | ??? | |
[..] | ||
BE | MBC5 Pocket Voice Recorder | not supported |
EA | MBC1 SONIC5 | not supported - but possible |
FC | POCKET CAMERA | supported - since v0.60 |
FD | BANDAI TAMA5 (Tamagotchi 3) | not supported - but possible |
FE | HuC3 | not supported - need more info |
FF | HuC1+RAM+BATTERY/HuC1A | experimental - since v0.63 |
?? | G-MMC1 | not supported - need more info |
there is still process on this... but i takes time to get it more reliable.
even the original implementation seems to double check connections power state etc... ^^
just dumped a rom over usb today, which is working on an emulator :D
I'm excited to see what can come of this! The ultimate goal would be to play GB/GBC games on an N64, but even ROM dumping is awesome. Looking forward to seeing how far you go and I'll happily test anything you'd like.
I'll gladly test a version for the save game as well...I don't care if mine gets messed up.
- The file Zelda created worked, however it was dumped as ".gb", not ".gbc". Absolutely not a big deal, just thought I'd let you know.Did you have to rename it .gbc to work in an emu?
Did you have to rename it .gbc to work in an emu?
.gb, .gbc difference is for software only i guess and to avoid confusion. no real effect on any emulators/hardware etc afaik.True statement. Just dumped super mario deluxe and it worked on vba.
Would writing saves back to retail carts be possible with the transfer pak? It would make this a convenient way to change batteries in carts without losing the saves.
Just transfered a character from the EDGB to Mario Golf for the N64 with the Transferpak. :D
now that i could use my edgb, to set it to all mappers, i think i'm able to try out and debug the ram writing feature! :D
Just transfered a character from the EDGB to Mario Golf for the N64 with the Transferpak. :DGreat! Transfer pak support is the one thing that the EMS 64M Smart Card does better than the EDGB.
now that i could use my edgb, to set it to all mappers, i think i'm able to try out and debug the ram writing feature! :D
is someone interested in all these japanese transferpak compatible titles?Sure! Although I'm not from Japan. But I know there are Japanese Everdrive fans as well.
maybe someone from japan? :D
Can you reupload the gb64_v02e.zip?No need to test, just dump your save for your own purpose :D. Saturnu's program has allowed me to dump about 5 or so sram saves that work with the EDGB, a bunch of my own games, and multicarts. I wonder if it would work with eeprom prototypes though?
File has expired.
I'll test the save dump function with some pokemon games
Thanks in advance
Sure ^^
gb64_v02e.zip (http://www28.zippyshare.com/v/86241694/file.html)
I have a version that can restore saves, but it has still some bugs. :>Could you post (or pm) the beta? I have some games that i dont care if i kill the save (all of the mario and wario lands lol) but would be awesome to experiment with.
I have a version that can restore saves, but it has still some bugs. :>OK no problem.
currently i'm working on some snes multiplayer networking stuff, but it's on the longtime todo list :D
tanks for testing :DNo problem, thanks for releasing it!
atm. i don't own such a camera and it's pretty awful to program for a device, totally blind. :D
maybe, but i don't have one ^^
try one this tools after dumping the ram from the gbcamera
win32:
http://1x-upon.com/~despens/gameboy/howto/gb_cam_dump.zip
http://1x-upon.com/~despens/gameboy/howto/gcam14.zip
*nix:
https://github.com/jkbenaim/gbcamextract
if(_set_gbPower(0)!=0)
return -1;
//get power status 0=off 1=on
if(_get_gbPower()!=0)
return -2;
//set power off 0=off 1=on
if(_set_gbPower(1)!=0)
return -3;
//get power status 0=off 1=on
if(_get_gbPower()!=1)
return -4;
on the top left is my usb loader client in the terminal, dumping the ed64 sdram.
the ed64 is running alt64.
on the right you can see geany with the the library source. ^^
it's great that it's possible to use the ed64 sdram as extended ram, 'cause the n64 only has 4 or 8Mbyte rdram. :>
(http://abload.de/thumb/libgbojyk1.png) (http://abload.de/image.php?img=libgbojyk1.png)
EDIT: today i implemented ram bankswitching and reading/writing (untested) :>
hm it seems like it still is connection problem. but altering the position the connector makes contact is a nice little trick. ^^
same version - with camera ram write enabled (experimental: untested!)
gb64_v06_beta_cam_write.zip (http://krikzz.com/forum/index.php?topic=2298.0)
if you are going to program a gameshark version, say so. the library uploaded is a bit outdated, so i need to update it, if there is a serious homebrew project incoming. ^^
is this tool still working on a v2.5 and v3 correctly?
would be nice if someone could check this.
bugfix version released v0.6.3.1Well... it almost works. Whenever I dump either the save or the ROM, it fails very consistently. I'm trying to dump Pokemon Red for starters, and the application reads it correctly (so does Pokemon Stadium), but when I dump it, it outputs a file that has two repeating hex values instead of what's supposed to be there.
- v2, v2.5, v3 compatibility fix
- additional PAL 256x240 interface for better compatibilty
- startup 'bing' sound removed
if you are using a v1 you should try the legacy version v0.6.3
Not sure if this could help on implementing HuC3 (this game probably has little documentation), but 'Robot Ponkottsu 64 - 7tsu no Umi no Caramel (Japan)' is an N64 title which used the transferpak to receive data from the japanese Robopon GBC titles, Sun/Star/Moon. (These games have custom cartridges with speakers + a replaceable cr2025 compartment, and use HuC3.)
https://github.com/Drenn1/GameYob/issues/51#issuecomment-16026325
Phenomenal work so far by the by, very impressed at the support for custom carts like pokemon rumble pinball and the gameboy camera :)
Latest version of 0.63 fixes the screen problems thank you! :DFinally found some time to look at the Mega Memory. I'm still working out all of the little details but the two tables that timmy posted are the mapping for each stored save game and the save title list. Each byte in the mapping table represents 0x100 (256) bytes.
One last request, and this may be too much work / too difficult, so it is fine if say no, please don't worry about it! :)
Can you figure out how to dump saved games from Mega Memory Card by InterAct? I've got a few carts with dead batteries so I can't restore saves from MMC in order to dump them with ed64. I guess I can figure out how to change the cart battery evenutally tho..
I dumped MMC rom and I can see the save game file table at 0x7800 with my save file titles listed and if I run the DEMO.GB rom in an emulator it show my games in the delete menu like normal. So if we're lucky getting at the saves might be as simple as overdumping DEMO.GB?
Anyway I'm very happy with this program as is already thanks so much!!! :D :D :D
edit:
Here is a picture (http://www.pcworld.com/product/pg/271342/detail) of MMC.
Also it seems all of 0x7000 ~ 0x7FFF is used for file management. I see this by comparing with
never used MMC rom (https://www.loveroms.com/download/gameboy/megamemory-v10-by-interact-e/66846)file from the net.
0x7000 ~0x7800 looks like a FAT table!
(http://i68.tinypic.com/2hfkr2v.png)
(http://i68.tinypic.com/2elyw04.png)
(http://i67.tinypic.com/amw8qx.png)
I got it to work and was able to repeat it one or two more times. I have everdrive64 v2. Here are the steps I took:
1. System was turned off
2. Plugged both gb camera and transfer pack SNUGGLY into the controller on port 1.
3. Turn on and start libgbpak beta v.6 (with sram write)
4. Libgbpak makes the gb ding sound and shows the "check connection" message on the bottom and NO -1 or -4
5. If requirements in step 4 has been met, then slightly pull the gb camera out JUST A LITTLE BIT instead of it being all the way in the transfer pack. I am talking about 1 or 2 mm.
6. Press the reset button on the system - not powering it off.
7. Start libgbpak again with a little prayer...
8. Once it shows the name of the game, press B to dump the SRAM, and be patient because it is about 128KB.
thanks for that link, this might come in userful.
it seems like there are a lot of abscure mappers supported by this emulator like:
mbc7
tama5
huc3
ROCKMAN8
BC
MMM01
POKE
8IN1
MK12
I built a standalone GB cart reader with support for all of the official mappers.
I dump HuC1(0xFF) as MBC1 and HuC3(0xFE) as MBC5.
MBC7(0x22) and TAMA5(0xFD) are the problem carts when it comes to save games. MBC7 uses reads/writes to 0xA080(Kirby)/0xA180(CMaster) and TAMA5 uses 0xA000/0xA001 for both ROM and RAM.