Help FLASH ROM 3.0 "MULTIROM"

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By Cool MAN

Supporter (3)

Cool MAN's picture

07-05-2021, 00:01

Good morning all
I bought a megaflash 3.0 MSX from MSX Calamar, after testing this one, I can guarantee you what nikel is. I put a duplicate of My metal gear II everything runs perfectly, the flash was done with fl16, but I would like to take advantage of the 2mb of memory, but I can't add another ROMS. I tried with opfx, nothing to do not multiroms menu, can you help yourself, or tell me how to proceed thank you

Cool

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By gdx

Enlighted (4377)

gdx's picture

07-05-2021, 02:28

What is it about?

By Cool MAN

Supporter (3)

Cool MAN's picture

07-05-2021, 03:08

this is his.
http://www.msxcalamar.com/catalog/index.php?id_product=34&co...
I would like to put my personal cartridge firebird, metalgear 2 and kingkong, penguin adv, and nemesis 3, on this cartridge, make a multirom, but when try with opfx he doesn't want to do it, do you have a solution, it works well with fl16 for a roms only, too bad because I have 2 mo available :D

By sdsnatcher73

Paragon (1860)

sdsnatcher73's picture

07-05-2021, 05:15

This is a licensed RBSC Multi Mapper. From the documentation there is no multiple ROM option for this device (like there was for MFR SCC+). This is a simpler device than the MFR (which is why it is also cheaper than the MFR was). The mapper is selected through jumpers, in MFR the mapper can be changed by MSX on the fly, also MFR allows translation of requested page by the game to different page in flash chip. I think mapper type and page translation of the FPGA is configured by the menu code that is flashed before the ROMs.

By bsittler

Master (227)

bsittler's picture

07-05-2021, 09:37

I agree with what others wrote, this cartridge has mapper selected by jumper and doesn't have a multi-level or multicart mapper implementation.

You could combine a bunch of small (8k, 16k, 24k and 32k) games easily with your own simple "menu" ROM at the front using ASCII8 mapping, but for megarom games like what you mentioned it will need modification of those games' code to change the page numbers basically by adding an offset and maybe setting them in 16k pairs of ASCII8 pages if the game uses ASCII16. If the game has self-checksum or other tamper prevention you'll need to remove that. If it's SCC originally and uses the sound feature I think that won't really work with this cartridge.

Also if you use the SCC mapper this menu by gdx may be a handy starting point: https://www.msx.org/news/software/en/multi-menu-for-flashrom...
In short: possible, but somewhat tricky and specific to the game when that was already a MegaROM. Basically you are recreating the (maybe pirate?) multicart systems seen in Zemmix compilations. Maybe while you are there you can add optional RAM-based vblank interrupt interception for applying infinite lives or starting at a different point or something - some Zemmix carts had those as "variations"

By gdx

Enlighted (4377)

gdx's picture

07-05-2021, 10:06

This is not the ideal to run metal gear II because the SCC sound is not supported.
As Bsittler says you can combine a bunch of small (8k, 16k, 24k and 32k) games easily with OPF.
You can also use the games collection cartridges (there are several on the net) and flash the ones you want to play with FL, FL16, FL8, or FLK4. I think they are all usable depending on the position of the jumpers. AMD FlashROMs can be flashed over 1000,000 times.

By bsittler

Master (227)

bsittler's picture

07-05-2021, 11:41

According to the documentation included on the site, only FL16 is used for flashing which is permitted by a special jumper configuration however jumpers are changed afterward to match the mapper of the flashed (Mega-)ROM file. The flashing jumper configuration (cartridge skipped at boot) is different from all the normal reading (cartridge bootable) ones, but also uses ASCII16 mapper mode I guess?

By gdx

Enlighted (4377)

gdx's picture

07-05-2021, 12:14

I know but I think only the PRG jumper allows the Rom flashing. Other jumpers seem to be just for the mapper setting. So try to set the K5 the try to flash with FL.

These software need an option to prevent patching for the plain Rom mode.

By Pencioner

Scribe (1404)

Pencioner's picture

07-05-2021, 15:31

I dunno why, but other tools from this set does not work, only FL16 do. To flash you have to remove PRG jumper (when in is installed it is a protection) and put it to some other place so two any mappers are selected - this way it will not start the rom. Then after boot left only A16 installed, program it with FL16, install PRG jumper and select correct mapper by second jumper. Boot and play the game. I know this is a little bit confusing though but this is how it works. With any other tools of FL, FL8, FLK4 it doesn't work even if corresponfing mapper is selected when you flash it...

By gdx

Enlighted (4377)

gdx's picture

07-05-2021, 15:50

Thank Pencioner, It's a shame because more games could work. Each loader has their specificity.

By bsittler

Master (227)

bsittler's picture

07-05-2021, 18:03

So gdx are you saying if the ROM doesn't need patching it will be fine, but otherwise (if FL/8/K4 knew how to patch that one that's BTW not actually ASCII16) it won't get patched correctly?

I am ignorant about whether those tools do patching unfortunately

Fortunately a lot of mapper patches exist already to transform an almost-standard mapper usage into a standard one though. Any FL16 can happily flash a ROM made with the other mappers

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