Closed GoogleCodeExporter closed 8 years ago
Why would a hack need SRAM to be disabled ?
Original comment by ekeeke31@gmail.com
on 7 Jan 2015 at 7:32
do not know, but if not deactivated sram not work this game, other games should
not disable sram for proper operation of saved game, a strange case sonic
remastered 2 by default does not save the game, but select levels with code of
sonic 1 (up, down, left, right, A + start on the menu)
In kega-gens also freezes at startup if it is not removed sram, would be very
grateful that sram disabled-enabled option will be added in the next review of
genesis plus gx :), some other game hack also require the option
Original comment by Kero.Gen...@gmail.com
on 9 Jan 2015 at 10:20
Attachments:
Out of curiosity, which game hacks also need SRAM to be disabled ? I would
prefer handling this automatically like with other special games than adding
another optionnal setting for this.
Also, according to the changelog on Sonic Retro, version 2.0 of this hack added
a saving feature. How does this work in Fusion with SRAM disabled ? Version 1.0
works fine right ? Seems odd that you have to disable SRAM in emulators after
the hack added SRAM support, looks like a bug in the hack rather than a bug in
emulators :-/
Original comment by ekeeke31@gmail.com
on 9 Jan 2015 at 12:41
I ended up looking into it and it's indeed a bug in the hack code regarding
SRAM support. To sum it up, technically (just in case the author of the hack
read this someday or someone wants to fix it) the code wants to initialize some
SRAM value to zero if it is read > 2 but actually does the opposite. Emulators
which have unitialized SRAM set to 0xFF by default (like Fusion or Genesis Plus
GX) will cause the game to jump to some undefined code and go in an infinite
loop)
You can bypass it by simply having a srm file all filled with 0x00 when you
start the game for the first time, no need to disable SRAM (which only works by
chance in Fusion). So, simply copy the .srm file above in your /saves/md/
directory after renaming it like the ROM file is named if needed. I tested it
worked fine.
You could also patch the hack bug to get proper SRAM saving in game (it seems
to save SRAM to some extent with the method above but I suspect this is not
fully working).
Here is the action replay code to enter to get it fixed:
1D7D04:6E08
You can also enter this in Kega and see that it now works even with SRAM
enabled.
Original comment by ekeeke31@gmail.com
on 10 Jan 2015 at 7:54
Attachments:
Author of the hack here. Unfortunately, the hack's been abandoned around 7
years ago, and I lost its source code in a hard drive crash about 2 years ago.
It's actually kinda weird that it'd screw up in Fusion like that though,
considering Fusion's what I tested the thing on in the first place (never did
like Gens).
Original comment by yout...@puto.me
on 2 Feb 2015 at 12:06
Original issue reported on code.google.com by
Kero.Gen...@gmail.com
on 6 Jan 2015 at 8:25Attachments: