Hey there...
Here is my problem :
I need to test a custom firmware on my action replay 4m plus (EMS).
Because i don't own a pc comms card, i was thinking of using ExCyber's utility included in Save Game Manager.
The main deal is about importing my file so i can get it recognized by SGM, and then flash it.
Easy, you would say ?
Actually not...
Plan A : burn the file on a separate cd and use the "rescan cd" function of SGM > FAILURE
- C4 2005 cd :
The "rescan cd" function (3rd version of SGM) only works with the C4 2005 cd itself.
- The Rockin'-B All Stars cd :
The "rescan cd" function (5th version of SGM) automatically causes an instant freeze when used.
Plan B : burn a custom cd with Atlas Creator including SGM and the file > FAILURE
SGM.AGP (required) is corrupted so Atlas Creator is unable to create the cd image at all.
Looks like Rockin'-B's site has become some kind of no man's land...
It seems impossible to reach him so i don't expect any bug fixes before years.
That said, i decided to purchase an usb datalink.
Plan C : send the file to ram using the datalink > FAILURE
Sending the file actually works but it would take a lot of tries to find a safe area which is not overwritten by the AR manager, Atlas or SGM.
Plan D : send the file to backup memory using the datalink > WORKING ON IT
Because this is my last option left, i decided to give it a try.
The good point is that this area is safe from the softwares i intend to use.
The bad point is the size and strucure of the area.
Anyway, the main idea is to :
- split the file in 9 pieces
- edit each piece to make it fit the backup memory specific data format and then send it with the datalink
- move each piece to a sega backup cartridge
- join all the pieces together with SGM
- flash the action replay
So, i recently started to learn how the backup memory works by myself with the help of a hex editor.
In fact, i figured out almost everything except a couple of things.
>>> This is where i need help :
- 3 bytes are obviously reserved for checksum in the header of each game save.
How is it calculated ?
- Sometimes, before the actual data of a game save, some kind of character-indexing bytes can be found.
Despite those bytes don't seem to be essential, what is their function ?
Thanks in advance =]
Here is my problem :
I need to test a custom firmware on my action replay 4m plus (EMS).
Because i don't own a pc comms card, i was thinking of using ExCyber's utility included in Save Game Manager.
The main deal is about importing my file so i can get it recognized by SGM, and then flash it.
Easy, you would say ?
Actually not...
Plan A : burn the file on a separate cd and use the "rescan cd" function of SGM > FAILURE
- C4 2005 cd :
The "rescan cd" function (3rd version of SGM) only works with the C4 2005 cd itself.
- The Rockin'-B All Stars cd :
The "rescan cd" function (5th version of SGM) automatically causes an instant freeze when used.
Plan B : burn a custom cd with Atlas Creator including SGM and the file > FAILURE
SGM.AGP (required) is corrupted so Atlas Creator is unable to create the cd image at all.
Looks like Rockin'-B's site has become some kind of no man's land...
It seems impossible to reach him so i don't expect any bug fixes before years.
That said, i decided to purchase an usb datalink.
Plan C : send the file to ram using the datalink > FAILURE
Sending the file actually works but it would take a lot of tries to find a safe area which is not overwritten by the AR manager, Atlas or SGM.
Plan D : send the file to backup memory using the datalink > WORKING ON IT
Because this is my last option left, i decided to give it a try.
The good point is that this area is safe from the softwares i intend to use.
The bad point is the size and strucure of the area.
Anyway, the main idea is to :
- split the file in 9 pieces
- edit each piece to make it fit the backup memory specific data format and then send it with the datalink
- move each piece to a sega backup cartridge
- join all the pieces together with SGM
- flash the action replay
So, i recently started to learn how the backup memory works by myself with the help of a hex editor.
In fact, i figured out almost everything except a couple of things.
>>> This is where i need help :
- 3 bytes are obviously reserved for checksum in the header of each game save.
How is it calculated ?
- Sometimes, before the actual data of a game save, some kind of character-indexing bytes can be found.
Despite those bytes don't seem to be essential, what is their function ?
Thanks in advance =]