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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
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