2018-02-08 10:32:46 +00:00
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database
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2018-04-15 05:49:53 +00:00
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revision: 2018-04-15
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2018-02-08 10:32:46 +00:00
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//Boards (Production)
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2018-02-05 09:58:02 +00:00
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database
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2018-04-15 05:49:53 +00:00
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revision: 2018-04-10
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2018-02-05 09:58:02 +00:00
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Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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board: BANDAI-PT-923
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2018-04-15 05:49:53 +00:00
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memory type=ROM content=Program
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Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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map address=00-1f,80-9f:8000-ffff mask=0x8000
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2018-04-15 05:49:53 +00:00
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slot type=SufamiTurbo
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Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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rom
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map address=20-3f,a0-bf:8000-ffff mask=0x8000
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ram
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map address=60-6f,e0-ef:0000-ffff
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2018-04-15 05:49:53 +00:00
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slot type=SufamiTurbo
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Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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rom
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map address=40-5f,c0-df:0000-ffff mask=0x8000
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ram
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map address=70-7d,f0-ff:0000-ffff
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board: BSC-1A5M-02
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2018-04-15 05:49:53 +00:00
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memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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map address=00-1f:8000-ffff mask=0x8000 base=0x000000
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map address=20-3f:8000-ffff mask=0x8000 base=0x100000
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map address=80-9f:8000-ffff mask=0x8000 base=0x200000
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map address=a0-bf:8000-ffff mask=0x8000 base=0x100000
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2018-04-15 05:49:53 +00:00
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memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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map address=70-7d,f0-ff:0000-7fff mask=0x8000
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2018-04-15 05:49:53 +00:00
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slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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map address=c0-ef:0000-ffff
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board: BSC-1A7M-01
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2018-04-15 05:49:53 +00:00
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memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
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map address=00-1f:8000-ffff mask=0x8000 base=0x000000
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map address=20-3f:8000-ffff mask=0x8000 base=0x100000
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map address=80-9f:8000-ffff mask=0x8000 base=0x200000
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map address=a0-bf:8000-ffff mask=0x8000 base=0x100000
|
2018-04-15 05:49:53 +00:00
|
|
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memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
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map address=c0-ef:0000-ffff
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board: BSC-1J3M-01
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2018-04-15 05:49:53 +00:00
|
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memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
2018-04-15 05:49:53 +00:00
|
|
|
slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=20-3f,a0-bf:8000-ffff
|
|
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|
map address=60-7d,e0-ff:0000-ffff
|
|
|
|
|
|
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|
board: BSC-1J5M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
2018-04-15 05:49:53 +00:00
|
|
|
slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=20-3f,a0-bf:8000-ffff
|
|
|
|
map address=60-7d,e0-ff:0000-ffff
|
|
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board: BSC-1L3B-01
|
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sa1
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map address=00-3f,80-bf:2200-23ff
|
2018-04-15 05:49:53 +00:00
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|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Internal
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
2018-04-15 05:49:53 +00:00
|
|
|
slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
|
|
|
|
board: BSC-1L5B-01
|
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Internal
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
2018-04-15 05:49:53 +00:00
|
|
|
slot type=BSMemory
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
|
|
|
|
board: SGB-R-10
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
|
|
|
icd revision=2
|
|
|
|
map address=00-3f,80-bf:6000-67ff,7000-7fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Boot architecture=LR35902
|
|
|
|
slot type=GameBoy
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
|
|
|
|
board: SHVC-1A0N-(01,02,10,20,30)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A1B-(04,05,06)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A1M-(01,10,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A3B-(11,12,13)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A3B-20
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A3M-(10,20,21,30)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A5B-(02,04)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1A5M-(01,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1B0N-(02,03,10)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=30-3f,b0-bf:8000-ffff mask=0x3fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD7725
|
|
|
|
memory type=ROM content=Data architecture=uPD7725
|
|
|
|
memory type=RAM content=Data architecture=uPD7725
|
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1B5B-02
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:8000-ffff mask=0x3fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD7725
|
|
|
|
memory type=ROM content=Data architecture=uPD7725
|
|
|
|
memory type=RAM content=Data architecture=uPD7725
|
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1C0N
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=60-7d,e0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1C0N5S-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=60-7d,e0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CA0N5S-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71,f0-f1:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CA0N6S-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71,f0-f1:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CA6B-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71,f0-f1:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CB0N7S-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CB5B-20
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1CB7B-01
|
2018-02-05 09:58:02 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1DC0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
hitachidsp model=HG51BS169
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6c00-6fff,7c00-7fff
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=70-77:0000-7fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Data architecture=HG51BS169
|
|
|
|
memory type=RAM content=Data architecture=HG51BS169
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-6bff,7000-7bff mask=0xf000
|
2018-04-15 05:49:53 +00:00
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1DS0B-20
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD96050
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=60-67,e0-e7:0000-3fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD96050
|
|
|
|
memory type=ROM content=Data architecture=uPD96050
|
|
|
|
memory type=RAM content=Data architecture=uPD96050
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=68-6f,e8-ef:0000-7fff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1J0N-(01,10,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1J1M-(11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1J3B-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1J3M-(01,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1J5M-(01,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1K0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:6000-7fff mask=0xfff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD7725
|
|
|
|
memory type=ROM content=Data architecture=uPD7725
|
|
|
|
memory type=RAM content=Data architecture=uPD7725
|
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1K1B-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-1f,80-9f:6000-7fff mask=0xfff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD7725
|
|
|
|
memory type=ROM content=Data architecture=uPD7725
|
|
|
|
memory type=RAM content=Data architecture=uPD7725
|
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1L0N3S-01
|
2018-02-05 09:58:02 +00:00
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Internal
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1L3B-(02,11)
|
2018-02-05 09:58:02 +00:00
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Internal
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1L5B-(11,20)
|
2018-02-05 09:58:02 +00:00
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Internal
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-1N0N-(01,10)
|
2018-02-05 09:58:02 +00:00
|
|
|
sdd1
|
|
|
|
map address=00-3f,80-bf:4800-480f
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=c0-ff:0000-ffff
|
|
|
|
|
2018-04-15 05:49:53 +00:00
|
|
|
board: SHVC-2A0N-01#A
|
|
|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-2f,80-af:8000-ffff mask=0x8000
|
|
|
|
map address=40-6f,c0-ef:0000-ffff mask=0x8000
|
|
|
|
|
|
|
|
board: SHVC-2A0N-(01,10,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2A1M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2A3B-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
2018-04-15 05:49:53 +00:00
|
|
|
board: SHVC-2A3M-01#A
|
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2A3M-(01,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2A5M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2B3B-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=60-6f,e0-ef:0000-7fff mask=0x3fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program architecture=uPD7725
|
|
|
|
memory type=ROM content=Data architecture=uPD7725
|
|
|
|
memory type=RAM content=Data architecture=uPD7725
|
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2DC0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
hitachidsp model=HG51BS169
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6c00-6fff,7c00-7fff
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=70-77:0000-7fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Data architecture=HG51BS169
|
|
|
|
memory type=RAM content=Data architecture=HG51BS169
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:6000-6bff,7000-7bff mask=0xf000
|
2018-04-15 05:49:53 +00:00
|
|
|
oscillator
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2E3M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
obc1
|
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-71,f0-f1:6000-7fff,e000-ffff mask=0xe000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2J0N-(01,10,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2J3M-(01,11,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=10-1f,30-3f,90-9f,b0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-2J5M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=10-1f,30-3f,90-9f,b0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-3J0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-2f,80-af:8000-ffff
|
|
|
|
map address=40-6f,c0-ef:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BA0N-(01,10)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BA1M-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BA3M-(01,10)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BJ0N-(01,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BJ1M-(10,20)
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-BJ3M-10
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-LDH3C-01
|
|
|
|
spc7110
|
|
|
|
map address=00-3f,80-bf:4800-483f
|
|
|
|
map address=50,58:0000-ffff
|
|
|
|
map=mcu address=00-3f,80-bf:8000-ffff mask=0x800000
|
|
|
|
map=mcu address=c0-ff:0000-ffff mask=0xc00000
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
|
|
|
memory type=ROM content=Data
|
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
epsonrtc
|
|
|
|
map address=00-3f,80-bf:4840-4842
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RTC content=Time manufacturer=Epson
|
2018-02-21 09:53:49 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-LN3B-01
|
|
|
|
sdd1
|
|
|
|
map address=00-3f,80-bf:4800-480f
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-73:0000-ffff
|
2018-02-21 09:53:49 +00:00
|
|
|
|
|
|
|
board: SHVC-SGB2-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
2018-04-15 05:49:53 +00:00
|
|
|
icd revision=2
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=00-3f,80-bf:6000-67ff,7000-7fff
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Boot architecture=LR35902
|
|
|
|
oscillator
|
|
|
|
slot type=GameBoy
|
2018-02-05 09:58:02 +00:00
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-YA0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
|
|
|
|
Update to v106r09 release.
byuu says:
Changelog:
- higan, icarus, genius: new manifest syntax (work in progress)
Pretty much only LoROM and HiROM SNES games will load right now, and RAM
will only work right if the save.ram file already exists to pull its
file size from (a temporary cheap hack was used.)
Basically, I'm just getting this out there for evaluation.
One minor errata is that I switched icarus to using “memory/battery” to
indicate battery-backed RAM, whereas genius still uses “memory/volatile”
to indicate non-battery-backed RAM.
I intend to make it “memory/battery” in genius, and have the field
auto-enable when RAM or RTC is selected for type (obviously allowing it
to be unchecked for volatile memory.)
I need to update all 64 production boards, and 25 of 29 generic boards,
to use the new slot syntax; and I also need to update every single core
in higan to use the new manifest game syntax. I want to build out a
generic manifest game parser that all emulation cores will use.
Once I finish this, I'll also need to write a database converter to
update all of my licensed game dumps to the new database syntax.
I also need to write up something for doc.byuu.org explaining the new
manifest game syntax. The manifest board syntax will still be “internal”
and subject to revisions, but once v107 is out, the gamepak manifest
format will be set in stone sans extensions.
2018-03-05 04:34:07 +00:00
|
|
|
board: SHVC-YJ0N-01
|
2018-04-15 05:49:53 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-05 09:58:02 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
Update to v106r2 release.
byuu says:
Changelog:
- Super Famicom: added support for loading manifests without embedded
mapping information¹
- genius: initial commit
- various Makefile cleanups
¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.
For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.
The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.
Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.
Give it time, we'll refine this into something nicer.
2018-02-01 08:20:37 +00:00
|
|
|
|
2018-02-08 10:32:46 +00:00
|
|
|
//Boards (Generic)
|
|
|
|
|
|
|
|
database
|
2018-04-08 23:50:42 +00:00
|
|
|
revision: 2018-04-08
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: ARM-LOROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-6f,c0-ef:0000-7fff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
2018-04-03 07:40:03 +00:00
|
|
|
armdsp
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f,80-bf:3800-38ff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=SETA
|
|
|
|
memory type=ROM content=Data manufacturer=SETA
|
|
|
|
memory type=RAM content=Data manufacturer=SETA
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-16 01:07:49 +00:00
|
|
|
|
|
|
|
board: BS-HIROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
bsmemory
|
|
|
|
map address=20-3f,a0-bf:8000-ffff
|
|
|
|
map address=60-7d,e0-ff:0000-ffff
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: BS-LOROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-1f:8000-ffff base=0x000000 mask=0x8000
|
|
|
|
map address=20-3f:8000-ffff base=0x100000 mask=0x8000
|
|
|
|
map address=80-9f:8000-ffff base=0x200000 mask=0x8000
|
|
|
|
map address=a0-bf:8000-ffff base=0x100000 mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
bsmemory
|
|
|
|
map address=c0-ef:0000-ffff
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: BS-MCC-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=10-1f:5000-5fff mask=0xf000
|
|
|
|
mcc
|
|
|
|
map address=00-0f:5000
|
|
|
|
map=mcu address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map=mcu address=40-7d,c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
|
|
|
memory type=RAM content=Download
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
bsmemory
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: BS-SA1-RAM
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Internal
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
2018-02-21 09:53:49 +00:00
|
|
|
bsmemory
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: HIROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
|
|
|
|
|
|
|
board: HIROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
|
|
|
|
board: HIROMEX-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f:8000-ffff base=0x400000
|
|
|
|
map address=40-7d:0000-ffff base=0x400000
|
|
|
|
map address=80-bf:8000-ffff mask=0xc00000
|
|
|
|
map address=c0-ff:0000-ffff mask=0xc00000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-7d:0000-7fff
|
|
|
|
|
|
|
|
board: HITACHI-LOROM
|
2018-04-03 07:40:03 +00:00
|
|
|
hitachidsp model=HG51BS169
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6c00-6fff,7c00-7fff
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=70-77:0000-7fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Data manufacturer=Hitachi
|
|
|
|
memory type=RAM content=Data manufacturer=Hitachi
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-6bff,7000-7bff mask=0xf000
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: LOROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
|
|
|
|
board: LOROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff mask=0x8000
|
|
|
|
|
|
|
|
board: LOROMEX-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
|
|
|
|
|
|
|
board: NEC-HIROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD7725
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-1f,80-9f:6000-7fff mask=0xfff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: NEC-HIROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=40-7d,c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-1f,80-9f:6000-7fff mask=0xfff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: NEC-LOROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=30-3f,b0-bf:8000-ffff mask=0x3fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: NEC-LOROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=20-3f,a0-bf:8000-ffff mask=0x3fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: NEC-LOROMEX-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=70-7d,f0-ff:0000-7fff mask=0x8000
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD7725
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=60-6f,e0-ef:0000-7fff mask=0x3fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-04-03 07:40:03 +00:00
|
|
|
board: NECEX-LOROM-BATTERY
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
2018-04-03 07:40:03 +00:00
|
|
|
necdsp model=uPD96050
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=60-67,e0-e7:0000-3fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program manufacturer=NEC
|
|
|
|
memory type=ROM content=Data manufacturer=NEC
|
|
|
|
memory type=RAM content=Data manufacturer=NEC
|
2018-02-16 01:07:49 +00:00
|
|
|
map address=68-6f,e8-ef:0000-7fff mask=0x8000
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: OBC1-LOROM-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
obc1
|
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-71,f0-f1:6000-7fff,e000-ffff mask=0xe000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: RTC-HIROMEX-RAM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f:8000-ffff base=0x400000
|
|
|
|
map address=40-7d:0000-ffff base=0x400000
|
|
|
|
map address=80-bf:8000-ffff mask=0xc00000
|
|
|
|
map address=c0-ff:0000-ffff mask=0xc00000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=20-3f,a0-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-7d:0000-7fff
|
|
|
|
sharprtc
|
|
|
|
map address=00-3f,80-bf:2800-2801
|
2018-04-03 07:40:03 +00:00
|
|
|
memory type=RTC manufacturer=Sharp
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: SA1-RAM
|
2018-02-08 10:32:46 +00:00
|
|
|
sa1
|
|
|
|
map address=00-3f,80-bf:2200-23ff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x408000
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=40-4f:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Internal
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:3000-37ff size=0x800
|
|
|
|
|
|
|
|
board: SDD1
|
|
|
|
sdd1
|
|
|
|
map address=00-3f,80-bf:4800-480f
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=c0-ff:0000-ffff
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: SDD1-RAM
|
2018-02-08 10:32:46 +00:00
|
|
|
sdd1
|
|
|
|
map address=00-3f,80-bf:4800-480f
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff
|
|
|
|
map address=c0-ff:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
map address=70-73:0000-ffff mask=0x8000
|
|
|
|
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
board: SGB-LOROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-7d,80-ff:8000-ffff mask=0x8000
|
|
|
|
map address=40-7d,c0-ff:0000-7fff mask=0x8000
|
2018-02-21 09:53:49 +00:00
|
|
|
icd revision=2
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-67ff,7000-7fff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Boot manufacturer=Nintendo
|
2018-04-03 07:40:03 +00:00
|
|
|
oscillator
|
2018-02-21 09:53:49 +00:00
|
|
|
gameboy
|
2018-02-08 10:32:46 +00:00
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: SPC7110-RAM
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
spc7110
|
|
|
|
map address=00-3f,80-bf:4800-483f
|
|
|
|
map address=50,58:0000-ffff
|
2018-04-03 07:40:03 +00:00
|
|
|
map type=MCU address=00-3f,80-bf:8000-ffff mask=0x800000
|
|
|
|
map type=MCU address=c0-ff:0000-ffff mask=0xc00000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
|
|
|
memory type=ROM content=Data
|
|
|
|
memory type=RAM content=Save
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: SPC7110-RTC-RAM
|
2018-02-08 10:32:46 +00:00
|
|
|
spc7110
|
|
|
|
map address=00-3f,80-bf:4800-483f
|
|
|
|
map address=50,58:0000-ffff
|
2018-04-03 07:40:03 +00:00
|
|
|
map type=MCU address=00-3f,80-bf:8000-ffff mask=0x800000
|
|
|
|
map type=MCU address=c0-ff:0000-ffff mask=0xc00000
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
|
|
|
memory type=ROM content=Data
|
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff mask=0xe000
|
|
|
|
epsonrtc
|
|
|
|
map address=00-3f,80-bf:4800-4842
|
2018-04-03 07:40:03 +00:00
|
|
|
memory type=RTC manufacturer=Epson
|
2018-02-08 10:32:46 +00:00
|
|
|
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
board: ST-LOROM
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=00-1f,80-9f:8000-ffff mask=0x8000
|
|
|
|
sufamiturbo
|
2018-04-08 23:50:42 +00:00
|
|
|
rom
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=20-3f,a0-bf:8000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
ram
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=60-6f,e0-ef:0000-ffff
|
|
|
|
sufamiturbo
|
2018-04-08 23:50:42 +00:00
|
|
|
rom
|
2018-02-21 09:53:49 +00:00
|
|
|
map address=40-5f,c0-df:0000-ffff mask=0x8000
|
2018-04-08 23:50:42 +00:00
|
|
|
ram
|
Update to v106r05 release.
byuu says:
Changelog:
- Super Famicom: added remaining generic board types
- icarus: improved Super Famicom heuristics
- icarus: reworked BS Memory heuristics
- icarus: reworked Sufami Turbo heuristics
Notes: this is really complicated, and is going to take a long time to
work 100% smoothly again.
Starting off, I am trying to get rid of the weird edge case zero-byte
SRAM mapping for the Cx4. It has the RAM region present, but returns
logic low (0x00) instead of open bus, when SRAM isn't present. I started
by making it `map=ram` instead of `ram/map`, which is gross, and then it ended
up detecing the map tag ending in RAM and pulling the Cx4 data RAM into that
slot. Ugh. The preservation board mapping is still as it was before and will
need to be updated once I get the syntax down.
The BS Memory and Sufami Turbo moving to the new `game/memory`
ending means I can't use the SuperFamicom::Cartridge::loadMemory
function that looks at the old-style rom/ram tags. Because I didn't
write more code, the result is those sub-carts won't load now.
The old heuristics were short-circuiting on SA1 before bothering with
BS-X slots, so that's why SD Gundam G-Next wasn't asking for a data
pack. The problem is, I don't know where the BS-X pack maps to on this
cartridge. It's at c0-ef on the other BS-X slotted cartridges, but
that's mapped to the SA1 on regular SA1 cartridges, so ... for now, it's
not actually mapped in.
I'm still struggling with naming conventions on all these boards. I'll
make a public post about that, though.
2018-02-10 21:45:44 +00:00
|
|
|
map address=70-7d,f0-ff:0000-ffff
|
|
|
|
|
2018-02-16 01:07:49 +00:00
|
|
|
board: SUPERFX-RAM
|
2018-02-08 10:32:46 +00:00
|
|
|
superfx
|
|
|
|
map address=00-3f,80-bf:3000-34ff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=ROM content=Program
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:8000-ffff mask=0x8000
|
|
|
|
map address=40-5f,c0-df:0000-ffff
|
2018-04-08 23:50:42 +00:00
|
|
|
memory type=RAM content=Save
|
2018-02-08 10:32:46 +00:00
|
|
|
map address=00-3f,80-bf:6000-7fff size=0x2000
|
|
|
|
map address=70-71,f0-f1:0000-ffff
|
|
|
|
|