SNES-ROM.TXT 9.2 KB

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  1. ______ _____ _____ _______ ___ ___
  2. / __/ /. _ \ ___/ __/ |____ \___ /. \/ \
  3. \___ .\// |. \ / . \__ .\ |. _/ \// .\
  4. /. \\ |: .\ __/ \\ || | .\ ! \ \/. \
  5. \______ /___|____/____\____ / |__| \\___/____||: \
  6. By Mind Rape \___/ |______/
  7. v1.5 (C) Damaged Cybernetics 1994-95
  8. This document main goal is show where one can find the SNES ROM
  9. information. Most of this information was collected thru hacking
  10. the rom to death and help from Norm/Yoshi/chp.
  11. License codes are taken from SU and probably incorrect.
  12. Source? None here, if you are going to screw with the bin,
  13. you probably know what you are doing (HOPEFULLY).
  14. If you have any questions, comments,corrections, additional information,
  15. you can either find me on IRC as (MindRape) or you can send me email
  16. (much prefered) mind@primenet.com. Also if you write anything
  17. interesting then send it to me!
  18. You may distribute this document freely, but you may not change
  19. the information here and redistribute. If you use this information
  20. please credit me. You steal this information and say you did it,
  21. you know it's a LIE and there you are.
  22. =[SNES ROM Makeup]===========================================================
  23. ROM Title : 21 Bytes
  24. * Titles are all in upper case
  25. * Japanese titles are in high ascii values
  26. good rule of thumb if you can't read the title and
  27. it's country code is Japan and your American,
  28. you probably can't play it. :>
  29. Rom Makeup : 7654 3210
  30. 0000-0000
  31. |__| |__|
  32. | |
  33. | |___Bank Size 0001 = HiROM (64K Banks Mode 21)
  34. | 0000 = Low Rom (32K Banks Mode 20)
  35. |
  36. |________ROM Speed 0111 = Fast Rom
  37. 0000 = Slow Rom
  38. * Could someone give the correct
  39. * speeds of the ROMs? I got
  40. * conflicting answers.
  41. ROM Type : 1 Byte
  42. Hex ROM Type
  43. ---------------------
  44. 00 ROM
  45. 01 ROM/RAM
  46. 02 ROM/SRAM
  47. 03 ROM/DSP1
  48. 04 ROM/DSP1/RAM
  49. 05 ROM/DSP1/SRAM
  50. 06 FX
  51. * SRAM = Save Ram
  52. * DSP1 = Nintendo's 1st generation of DSP (Math coprocessor)
  53. * FX = RISC based math coprocessor
  54. Only a couple of games support the FX Chip, Star Fox
  55. is the most well known one.
  56. ROM Size : 1 BYTE
  57. Hex Size
  58. --------------
  59. 08 2 Mbit
  60. 09 4 Mbit
  61. 0A 8 Mbit
  62. 0B 16 Mbit
  63. 0C 32 Mbit
  64. * As of this documentation 32MBit ROMs are the largest that
  65. Nintendo currently uses. Rumors of a 40+ kart are around,
  66. but cannot be verified.
  67. * 8MBit ROMs are the most common in the entire library of
  68. SNES karts
  69. * ROMs are always multiples 2, thus 2MBit ROMs are the smallest
  70. Space Invaders (c) Taito is a 2MBit ROM (Japan only)
  71. * Easy way to calc rom size without a lookup table
  72. 1 << (ROM_SIZE - 7) MBits
  73. ie. 8Mbit ROMs = 0Ah = 10d
  74. 1 << (0A-7) = 8 Mbit
  75. SRAM Size : 1 BYTE
  76. Hex Size
  77. --------------
  78. 00 No SRAM
  79. 01 16 Kbit
  80. 02 32 Kbit
  81. 03 64 Kbit
  82. * 64Kbit is the largest SRAM size that Nintendo currently uses.
  83. * 256Kbit is standard for most copiers.
  84. * Easy way to calc SRAM Size without a lookup table
  85. 1 << (3+SRAM_BYTE) Kbits
  86. ie. 16Kbit = 01
  87. 1 << (3+1) = 16
  88. COUNTRY CODE : 1 BYTE
  89. Hex Country Video Mode
  90. ------------------------------------------
  91. 00 Japan (NTSC)
  92. 01 USA (NTSC)
  93. 02 Europe, Oceania, Asia (PAL)
  94. 03 Sweden (PAL)
  95. 04 Finland (PAL)
  96. 05 Denmark (PAL)
  97. 06 France (PAL)
  98. 07 Holland (PAL)
  99. 08 Spain (PAL)
  100. 09 Germany, Austria, Switz (PAL)
  101. 10 Italy (PAL)
  102. 11 Hong Kong, China (PAL)
  103. 12 Indonesia (PAL)
  104. 13 Korea (PAL)
  105. * Country Codes are from SU.INI, could someone verify these?
  106. LICENSE : 1 BYTE
  107. 0 <Invalid License Code>
  108. 1 Nintendo
  109. 5 Zamuse
  110. 8 Capcom
  111. 9 HOT B
  112. 10 Jaleco
  113. 11 STORM (Sales Curve) (1)
  114. 15 Mebio Software
  115. 18 Gremlin Graphics
  116. 21 COBRA Team
  117. 22 Human/Field
  118. 24 Hudson Soft
  119. 26 Yanoman
  120. 28 Tecmo (1)
  121. 30 Forum
  122. 31 Park Place Productions / VIRGIN
  123. 33 Tokai Engeneering (SUNSOFT?)
  124. 34 POW
  125. 35 Loriciel / Micro World
  126. 38 Enix
  127. 40 Kemco (1)
  128. 41 Seta Co.,Ltd.
  129. 45 Visit Co.,Ltd.
  130. 53 HECT
  131. 61 Loriciel
  132. 64 Seika Corp.
  133. 65 UBI Soft
  134. 71 Spectrum Holobyte
  135. 73 Irem
  136. 75 Raya Systems/Sculptured Software
  137. 76 Renovation Pruducts
  138. 77 Malibu Games (T*HQ Inc.) / Black Pearl
  139. 79 U.S. Gold
  140. 80 Absolute Entertainment
  141. 81 Acclaim
  142. 82 Activision
  143. 83 American Sammy
  144. 84 GameTek
  145. 85 Hi Tech
  146. 86 LJN Toys
  147. 90 Mindscape
  148. 93 Technos Japan Corp. (Tradewest)
  149. 95 American Softworks Corp.
  150. 96 Titus
  151. 97 Virgin Games
  152. 98 Maxis
  153. 103 Ocean
  154. 105 Electronic Arts
  155. 107 Laser Beam
  156. 110 Elite
  157. 111 Electro Brain
  158. 112 Infogrames
  159. 113 Interplay
  160. 114 LucasArts
  161. 115 Sculptured Soft
  162. 117 STORM (Sales Curve) (2)
  163. 120 THQ Software
  164. 121 Accolade Inc.
  165. 122 Triffix Entertainment
  166. 124 Microprose
  167. 127 Kemco (2)
  168. 130 Namcot/Namco Ltd. (1)
  169. 132 Koei/Koei! (second license?)
  170. 134 Tokuma Shoten Intermedia
  171. 136 DATAM-Polystar
  172. 139 Bullet-Proof Software
  173. 140 Vic Tokai
  174. 143 I'Max
  175. 145 CHUN Soft
  176. 146 Video System Co., Ltd.
  177. 147 BEC
  178. 151 Kaneco
  179. 153 Pack in Video
  180. 154 Nichibutsu
  181. 155 TECMO (2)
  182. 156 Imagineer Co.
  183. 160 Wolf Team
  184. 164 Konami
  185. 165 K.Amusement
  186. 167 Takara
  187. 169 Technos Jap. ????
  188. 170 JVC
  189. 172 Toei Animation
  190. 173 Toho
  191. 175 Namcot/Namco Ltd. (2)
  192. 177 ASCII Co. Activison
  193. 178 BanDai America
  194. 180 Enix
  195. 182 Halken
  196. 186 Culture Brain
  197. 187 Sunsoft
  198. 188 Toshiba EMI/System Vision
  199. 189 Sony (Japan) / Imagesoft
  200. 191 Sammy
  201. 192 Taito
  202. 194 Kemco (3) ????
  203. 195 Square
  204. 196 NHK
  205. 197 Data East
  206. 198 Tonkin House
  207. 200 KOEI
  208. 202 Konami USA
  209. 205 Meldac/KAZe
  210. 206 PONY CANYON
  211. 207 Sotsu Agency
  212. 209 Sofel
  213. 210 Quest Corp.
  214. 211 Sigma
  215. 214 Naxat
  216. 216 Capcom Co., Ltd. (2)
  217. 217 Banpresto
  218. 219 Hiro
  219. 221 NCS
  220. 222 Human Entertainment
  221. 223 Ringler Studios
  222. 224 K.K. DCE / Jaleco
  223. 226 Sotsu Agency
  224. 228 T&ESoft
  225. 229 EPOCH Co.,Ltd.
  226. 231 Athena
  227. 232 Asmik
  228. 233 Natsume
  229. 234 King/A Wave
  230. 235 Atlus
  231. 236 Sony Music
  232. 238 Psygnosis / igs
  233. 243 Beam Software
  234. 244 Tec Magik
  235. 255 Hudson Soft
  236. * License Codes are from SU.INI, could someone verify these?
  237. * I believe the # of licenses is low. Is it possible that
  238. License and Country codes are used in conjuction to produce
  239. that many more licenses?
  240. VERSION - 1 byte
  241. * The Version is interpeted this way.
  242. 1.?? - (thanks to yoshi for the correction)
  243. CHECKSUM COMPLEMENT - 2 bytes the complement of the checksum :>
  244. The bits are reversed of the CHECKSUM
  245. CHECKSUM - 2 bytes Checksum of the bin
  246. * Anyone know how the checksum is calculated for the ROM?
  247. NMI/VBL Vector - 2 bytes - OFFSET 81FAh (lowrom)
  248. OFFSET 101FAh (hirom)
  249. RESET Vector - 2 bytes where to start our code at - OFFSET 81FCh (lowrom)
  250. - OFFSET 101FAh (hirom)
  251. * 8000h is common for Low Roms
  252. =[READING THE CORRECT BIN INFORMATION]==================================
  253. The bin information can be found in 2 possible places,
  254. a) End of the 1st 32K bank (Low ROM) (81c0h/w 512 byte header)
  255. b) End of the 1st 64K bank (HiROM) (101c0h/w 512 byte header)
  256. You could use UCON's method (author chp).
  257. The method is as followed:
  258. UCON's method is to OR the Checksum and the Complement. If the
  259. resulting value is FFFFh, then we found the correct location of
  260. to extract rest of the data out. HOWEVER! This fails on several
  261. karts, such as Castle Wolfenstien 3D and Super Tetris 3 for example.
  262. Reason being is that not all developers put the correct complement
  263. or bother even to implement it. I would suspect! That this maybe
  264. a ploy to keep other developers out of the bin, for if they can't
  265. find the reset vector, disassembling becomes a bit difficult.
  266. =[Other Information on SNES?]================================================
  267. Famicom Development FTP Site
  268. busop.cit.wayne.edu - pub/famidev
  269. Yoshi's SNES Documentation 2.3
  270. This is considered the BEST source of SNES hardware information,
  271. and the most complete!
  272. busop.cit.wayne.edu - pub/famidev/incoming/sndoc230.lzh
  273. =[w0rd!]=====================================================================
  274. w0rd to all following console dudes
  275. GoosE_,yoshi,sir jinx,chp,SHORYUKEN,_bubsy,felon,archimede
  276. rugalz,SinZ,dragonz,procyon,royce,hoodlem,bri_acid,kamikitty,
  277. norm,ZillionZ Members,grayarea,Victor,drunkfux(h0h0h0h0),dmessiah,
  278. piratendo
  279. <insert your favorite group(s) greet here> (heh)
  280. Later Mind Rape