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-
-             ______  _____        _____    _______       ___  ___
-            /   __/ /. _  \   ___/  __/   |____   \___  /.  \/   \
-            \___ .\//  |.  \ / . \__ .\    |.    _/   \//        .\
-           /.     \\   |:  .\  __/    \\   || |  .\ !  \     \/.   \
-           \______ /___|____/____\____ /   |__|   \\___/____||:     \
-             By Mind Rape                      \___/         |______/
-             v1.5 (C) Damaged Cybernetics 1994-95
-
-
-   This document main goal is show where one can find the SNES ROM
-   information.  Most of this information was collected thru hacking
-   the rom to death and help from Norm/Yoshi/chp.
-
-   License codes are taken from SU and probably incorrect.
-
-   Source? None here, if you are going to screw with the bin,
-   you probably know what you are doing (HOPEFULLY).
-
-   If you have any questions, comments,corrections, additional information,
-   you can either find me on IRC as (MindRape) or you can send me email
-   (much prefered) mind@primenet.com.  Also if you write anything
-   interesting then send it to me!
-
-   You may distribute this document freely, but you may not change
-   the information here and redistribute.  If you use this information
-   please credit me.  You steal this information and say you did it,
-   you know it's a LIE and there you are.
-
-=[SNES ROM Makeup]===========================================================
-
-ROM Title     : 21 Bytes
-
-  * Titles are all in upper case
-  * Japanese titles are in high ascii values
-    good rule of thumb if you can't read the title and
-    it's country code is Japan and your American,
-    you probably can't play it. :>
-
-Rom Makeup    : 7654 3210
-                0000-0000
-                |__| |__|
-                |    |
-                |    |___Bank Size 0001 = HiROM   (64K Banks Mode 21)
-                |                  0000 = Low Rom (32K Banks Mode 20)
-                |
-                |________ROM Speed 0111 = Fast Rom
-                                   0000 = Slow Rom
-
-                                   * Could someone give the correct
-                                   * speeds of the ROMs?  I got
-                                   * conflicting answers.
-
-
-ROM Type      :  1 Byte
-
-  Hex   ROM Type
-  ---------------------
-   00   ROM
-   01   ROM/RAM
-   02   ROM/SRAM
-   03   ROM/DSP1
-   04   ROM/DSP1/RAM
-   05   ROM/DSP1/SRAM
-   06   FX
-
-   * SRAM = Save Ram
-   * DSP1 = Nintendo's 1st generation of DSP (Math coprocessor)
-   * FX   = RISC based math coprocessor
-            Only a couple of games support the FX Chip, Star Fox
-            is the most well known one.
-
-
-ROM Size      : 1 BYTE
-
-  Hex   Size
-  --------------
-   08    2 Mbit
-   09    4 Mbit
-   0A    8 Mbit
-   0B   16 Mbit
-   0C   32 Mbit
-
-  * As of this documentation 32MBit ROMs are the largest that
-    Nintendo currently uses.  Rumors of a 40+ kart are around,
-    but cannot be verified.
-
-  * 8MBit ROMs are the most common in the entire library of
-    SNES karts
-
-  * ROMs are always multiples 2, thus 2MBit ROMs are the smallest
-    Space Invaders (c) Taito is a 2MBit ROM (Japan only)
-
-  * Easy way to calc rom size without a lookup table
-
-      1 << (ROM_SIZE - 7) MBits
-
-      ie.   8Mbit ROMs = 0Ah = 10d
-            1 << (0A-7) = 8 Mbit
-
-SRAM Size      : 1 BYTE
-
-  Hex   Size
-  --------------
-   00   No SRAM
-   01   16 Kbit
-   02   32 Kbit
-   03   64 Kbit
-
-    * 64Kbit is the largest SRAM size that Nintendo currently uses.
-    * 256Kbit is standard for most copiers.
-
-    * Easy way to calc SRAM Size without a lookup table
-
-        1 << (3+SRAM_BYTE) Kbits
-
-        ie. 16Kbit = 01
-            1 << (3+1) = 16
-
-
-COUNTRY CODE  : 1 BYTE
-
-  Hex    Country                 Video Mode
-  ------------------------------------------
-   00    Japan                   (NTSC)
-   01    USA                     (NTSC)
-   02    Europe, Oceania, Asia    (PAL)
-   03    Sweden                   (PAL)
-   04    Finland                  (PAL)
-   05    Denmark                  (PAL)
-   06    France                   (PAL)
-   07    Holland                  (PAL)
-   08    Spain                    (PAL)
-   09    Germany, Austria, Switz  (PAL)
-   10    Italy                    (PAL)
-   11    Hong Kong, China         (PAL)
-   12    Indonesia                (PAL)
-   13    Korea                    (PAL)
-
-  * Country Codes are from SU.INI, could someone verify these?
-
-LICENSE       : 1 BYTE
-     0 <Invalid License Code>
-     1 Nintendo
-     5 Zamuse
-     8 Capcom
-     9 HOT B
-    10 Jaleco
-    11 STORM (Sales Curve) (1)
-    15 Mebio Software
-    18 Gremlin Graphics
-    21 COBRA Team
-    22 Human/Field
-    24 Hudson Soft
-    26 Yanoman
-    28 Tecmo (1)
-    30 Forum
-    31 Park Place Productions / VIRGIN
-    33 Tokai Engeneering (SUNSOFT?)
-    34 POW
-    35 Loriciel / Micro World
-    38 Enix
-    40 Kemco (1)
-    41 Seta Co.,Ltd.
-    45 Visit Co.,Ltd.
-    53 HECT
-    61 Loriciel
-    64 Seika Corp.
-    65 UBI Soft
-    71 Spectrum Holobyte
-    73 Irem
-    75 Raya Systems/Sculptured Software
-    76 Renovation Pruducts
-    77 Malibu Games (T*HQ Inc.) / Black Pearl
-    79 U.S. Gold
-    80 Absolute Entertainment
-    81 Acclaim
-    82 Activision
-    83 American Sammy
-    84 GameTek
-    85 Hi Tech
-    86 LJN Toys
-    90 Mindscape
-    93 Technos Japan Corp. (Tradewest)
-    95 American Softworks Corp.
-    96 Titus
-    97 Virgin Games
-    98 Maxis
-   103 Ocean
-   105 Electronic Arts
-   107 Laser Beam
-   110 Elite
-   111 Electro Brain
-   112 Infogrames
-   113 Interplay
-   114 LucasArts
-   115 Sculptured Soft
-   117 STORM (Sales Curve) (2)
-   120 THQ Software
-   121 Accolade Inc.
-   122 Triffix Entertainment
-   124 Microprose
-   127 Kemco (2)
-   130 Namcot/Namco Ltd. (1)
-   132 Koei/Koei! (second license?)
-   134 Tokuma Shoten Intermedia
-   136 DATAM-Polystar
-   139 Bullet-Proof Software
-   140 Vic Tokai
-   143 I'Max
-   145 CHUN Soft
-   146 Video System Co., Ltd.
-   147 BEC
-   151 Kaneco
-   153 Pack in Video
-   154 Nichibutsu
-   155 TECMO (2)
-   156 Imagineer Co.
-   160 Wolf Team
-   164 Konami
-   165 K.Amusement
-   167 Takara
-   169 Technos Jap. ????
-   170 JVC
-   172 Toei Animation
-   173 Toho
-   175 Namcot/Namco Ltd. (2)
-   177 ASCII Co. Activison
-   178 BanDai America
-   180 Enix
-   182 Halken
-   186 Culture Brain
-   187 Sunsoft
-   188 Toshiba EMI/System Vision
-   189 Sony (Japan) / Imagesoft
-   191 Sammy
-   192 Taito
-   194 Kemco (3) ????
-   195 Square
-   196 NHK
-   197 Data East
-   198 Tonkin House
-   200 KOEI
-   202 Konami USA
-   205 Meldac/KAZe
-   206 PONY CANYON
-   207 Sotsu Agency
-   209 Sofel
-   210 Quest Corp.
-   211 Sigma
-   214 Naxat
-   216 Capcom Co., Ltd. (2)
-   217 Banpresto
-   219 Hiro
-   221 NCS
-   222 Human Entertainment
-   223 Ringler Studios
-   224 K.K. DCE / Jaleco
-   226 Sotsu Agency
-   228 T&ESoft
-   229 EPOCH Co.,Ltd.
-   231 Athena
-   232 Asmik
-   233 Natsume
-   234 King/A Wave
-   235 Atlus
-   236 Sony Music
-   238 Psygnosis / igs
-   243 Beam Software
-   244 Tec Magik
-   255 Hudson Soft
-
-  * License Codes are from SU.INI, could someone verify these?
-
-  * I believe the # of licenses is low.  Is it possible that
-    License and Country codes are used in conjuction to produce
-    that many more licenses?
-
-VERSION - 1 byte
-
-  * The Version is interpeted this way.
-    1.?? - (thanks to yoshi for the correction)
-
-CHECKSUM COMPLEMENT - 2 bytes the complement of the checksum :>
-
-  The bits are reversed of the CHECKSUM
-
-CHECKSUM            - 2 bytes Checksum of the bin
-
-  * Anyone know how the checksum is calculated for the ROM?
-
-NMI/VBL Vector     - 2 bytes                            - OFFSET 81FAh  (lowrom)
-                                                          OFFSET 101FAh (hirom)
-
-RESET Vector       - 2 bytes where to start our code at - OFFSET 81FCh  (lowrom)
-                                                        - OFFSET 101FAh (hirom)
-  * 8000h is common for Low Roms
-
-=[READING THE CORRECT BIN INFORMATION]==================================
-
- The bin information can be found in 2 possible places,
-
-    a) End of the 1st 32K bank (Low ROM)  (81c0h/w 512 byte header)
-    b) End of the 1st 64K bank (HiROM)    (101c0h/w 512 byte header)
-
- You could use UCON's method (author chp).
-
- The method is as followed:
-
- UCON's method is to OR the Checksum and the Complement.  If the
- resulting value is FFFFh, then we found the correct location of
- to extract rest of the data out.  HOWEVER!  This fails on several
- karts, such as Castle Wolfenstien 3D and Super Tetris 3 for example.
-
- Reason being is that not all developers put the correct complement
- or bother even to implement it.  I would suspect!  That this maybe
- a ploy to keep other developers out of the bin, for if they can't
- find the reset vector, disassembling becomes a bit difficult.
-
-=[Other Information on SNES?]================================================
-
- Famicom Development FTP Site
-   busop.cit.wayne.edu - pub/famidev
-
- Yoshi's SNES Documentation 2.3
-
-   This is considered the BEST source of SNES hardware information,
-   and the most complete!
-
-   busop.cit.wayne.edu - pub/famidev/incoming/sndoc230.lzh
-
-=[w0rd!]=====================================================================
-
-w0rd to all following console dudes
-
-GoosE_,yoshi,sir jinx,chp,SHORYUKEN,_bubsy,felon,archimede
-rugalz,SinZ,dragonz,procyon,royce,hoodlem,bri_acid,kamikitty,
-norm,ZillionZ Members,grayarea,Victor,drunkfux(h0h0h0h0),dmessiah,
-piratendo
-
-<insert your favorite group(s) greet here> (heh)
-
-Later Mind Rape