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  • Joined: 23 Feb 2019
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Post Posted: Tue Apr 23, 2019 8:22 pm
Wesker wrote
There seems to be a GG2SMS done for the Special version, which was fantranslated long ago, but not the regular one which is the one receiving a fantranslation now. Not sure which are the differences between the two versions.


They're actually two different games. Last Bible Special is a first person dungeon crawler, while Last Bible is a more traditional JRPG.

I tried to post screenshots but I don't have enough posts. Just look both titles up on YouTube to see what I mean. I thought they were just different versions of the same game too based on the title.
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Post Posted: Wed Apr 24, 2019 9:50 pm
dudududufhfh advance to find link about GG2SMS English conversion Last Bible

http://www.smspower.org/forums/14742-GameGearToMasterSystemHacks?start=850

Some news about Fatal Fury Special GG2SMS, I deleted all garbage around Stages, (sometimes a lot of garbage is loaded, allways outside Game Gear resolution), but it is not 100% free, I needed to "simplify" tiles in down area, where you are walking, overall, it is a pleasure not see garbage blinking, here is 2 pictures about it

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Post Posted: Fri May 24, 2019 9:52 pm
Wesker wrote
Hello.

There's an issue happening in the GG2SMS conversion of Gunstar Heroes which was done by sdsnatcher and it's almost flawless except for this problem.

In the flying battleship level (where you face Captain Orange), when you get to the battleship after doing the climbing, there's a difference in the GG2SMS conversion compared to the Game Gear game which may lead the game into a fatal glitch/lockup.

<snip>



Hi Wesker!

Thank you for the feedback, but this is a known issue. It's written on the README and on my site:

"The larger screen area makes some enemies appear immediately in some areas, like in the 1st screen of the 1st stage, and in the 1st screen of the airship stage."

This means it's not a matter of locking the scroll, but rather a consequence of the larger screen viewport. It would require some investigation find the spawn point of those enemies and edit the map to change them, but sadly I won't have time for that any time soon.
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Post Posted: Sun May 26, 2019 2:56 pm
Oh, ok. I'm not sure if I didn't understand what you were pointing out in the readme/website or simply I totally misread that part. I'm not sure what's the problem in the first screen of the first stage but I didn't find anything suspicious there. Anyway, I hope you'll get back to that sometime.
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Post Posted: Sat Jun 01, 2019 3:51 pm
Note that hyperspinbrasil has been posting apparently Magical Taruruuto-kun GG2SMS updates (under several accounts) for a while now. If files aren't forthcoming then let's delete them. Revo and BcnAbel76, this one seems to be yours - is it real?

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Post Posted: Sat Jun 01, 2019 9:37 pm
Hello, those 2 games has not been ported.

I've done a proto about Magical Taruruuto-Kun GG2SMS with corrected scroll but I never upload it to internet.

Somebody register youtube with my nick and upload fake videos about GG2SMS

My account in youtube is "bcnabel76" and no "BcnAbel76"
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Post Posted: Sun Jun 02, 2019 3:31 pm
You say youtube allowed someone to register a different account with different capitalization than your existing one?
That sounds like a quite a poor lapse in quality control. :P
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Post Posted: Tue Jun 11, 2019 9:09 am
BcnAbel76 wrote
dudududufhfh advance to find link about GG2SMS English conversion Last Bible


Thanks, hopefully someone more knowledgeable than me can do one for Last Bible
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Post Posted: Tue Jul 02, 2019 4:31 pm
It would appear that this particular hack (English version) does not work on hardware. Are these hacks only expected to work on Emulators?
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Post Posted: Tue Jul 02, 2019 4:32 pm
Sorry for the double post. Meant to say Phantasy Star Gaiden and Shining Force Gaiden Final Conflict (english GG2SMS patches) do not work on hardware.
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Post Posted: Sun Sep 22, 2019 8:34 pm
Last edited by Wafer on Wed Sep 25, 2019 1:11 pm; edited 1 time in total
First post, hi!

I had a stab at fixing up the controls on Revo's version of Sonic Drift. You can get past the title screen with any button now. You can pause using the pause button, Start on an MD pad, or down on a second controller (if that's your thing). Graphics have the same glitches that Revo left it with, but that's beyond me right now as I've only just got started with Z80.

Tested on Mega Everdrive in a PAL Multi Mega.

Edit: Stealth update to get the MD button working.

Edit again: Updated to match submission requirements.

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Post Posted: Wed Sep 25, 2019 12:41 pm
Last edited by Wafer on Wed Sep 25, 2019 1:12 pm; edited 2 times in total
Double post, but it's a significant feature. After this, I plan to move on to looking at improving and extending the controls on other ROMs.

Sonic Drift v0.4 by Wafer 2019-09-25
* Saturn controller support using an adapter as described on plutiedev dot com slash io-pinout

Saturn controller won't work on Japanese consoles.

Also, actually fixed to meet submission guidelines this time.

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Post Posted: Wed Sep 25, 2019 12:52 pm
Can you attach files please?
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Post Posted: Wed Sep 25, 2019 1:12 pm
Maxim wrote
Can you attach files please?


Done! Sorry, I thought as a new member that wouldn't work for me.
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Post Posted: Wed Sep 25, 2019 8:21 pm
Nice to see new GG2SMS hacker.

In my particular opinion add megadrive support to games is great when you need more buttons, or remap "START" not to "PAUSE Button", it is practical because you don't need anymore, just plug & play, add Saturn pad support requires adapter and a bit coding., but if you really want to do it, GO!

Welcome!
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Post Posted: Thu Sep 26, 2019 11:17 am
BcnAbel76 wrote
Nice to see new GG2SMS hacker.

...

Welcome!


Thanks! The Saturn pad read is pretty portable and not a lot of coding (much closer to the 3-button pad than the MD 6-button), I think it can probably be adapted pretty much anywhere, so it's practically free to add it now that I've got it working. I already did the same thing for MD Sonic Spinball, so I'm trying to make it part of my "standard" hacking process. Saturn pads work particularly well with Game Gear games because they output straight SACBRLDU on two polls, so you only have to mask bit 6 off, and because they identify themselves on the first poll you can quickly fall back to MD/Master System polling.

The adapter itself is pretty simple. With two extension cables, some wire strippers and a screw terminal most people could hack one together.

My priority is:
1. Start game with any button
2. Pause button support
3. Preserve existing controller 2 pause
4. Start button on 3-button pad
5. Start button on Saturn pad
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Post Posted: Fri Sep 27, 2019 6:38 am
Could you publish source for your patches?
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Post Posted: Fri Sep 27, 2019 12:31 pm
Here's the NMI. _RAM_C040_ should be replaced with wherever the control state gets saved.

_LABEL_66_:
    push af
    ld a,$40
    ld (_RAM_C040_),a
    pop af
    retn


Here's the subroutine for reading the controls themselves. You can call it using MDPad instead of SaturnPad if you need to save space.

SaturnPad:
    ld a,$B4
    out ($3F),a
    in a, (Port_IOPort1)
    and $3
    jp nz,MDPad
   
    ld a,$94
    out ($3F),a
    in a, (Port_IOPort1)
    cpl
    and $8F
    ld c,a
   
    ld a,$A4
    out ($3F),a
    in a, (Port_IOPort1)
    cpl
    and $B
    rlca
    rlca
    rlca
    rlca
   
    or c
    ld c,a
    ld a,$84
    out ($3F),a
   
    jp PadCleanup

MDPad:
    ld a,$A5
    out ($3F),a
    in a, (Port_IOPort1)
    cpl
    and $BF
    ld c,a
    ld a,$85
    out ($3F),a
    in a, (Port_IOPort1)
    and $C
    jp nz,PadCleanup
    in a, (Port_IOPort1)
    cpl
    and $20
    rlca
    rlca
    or c
    ld c,a
   
PadCleanup:
    ld a,$B4
    out ($3F),a
    ld a,(_RAM_C040_)
    and $40
    rlca
    or c
    ret
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Post Posted: Wed Oct 02, 2019 8:20 am
Can someone patch Jungle Strike to work on the SMS please?
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Post Posted: Wed Oct 02, 2019 12:20 pm
Last edited by TheNameOfTheGame on Thu Oct 03, 2019 12:13 pm; edited 2 times in total
I did a cross-check on Game Gear releases with native SMS versions as well as GG2SMS releases. As far as I can tell, these are the remaining titles that the SMS doesn't have a release for:

1990   Taisen Mahjong HaoPai
1991   CJ Elephant Fugitive
1991   Devilish
1991   Magical Tarurūto-kun
1991   Mappy
1991   Pro Yakyuu '91, The
1991   Taisen-gata: Daisenryaku G
1992   Evander Holyfield's Real Deal Boxing
1992   Gambler Jikochuushin Ha
1992   Hyper Pro Yakyuu '92
1992   Kuni-Chan no Game Tengoku Part 2
1992   Majors Pro Baseball, The
1992   PGA Tour Golf II
1992   Wheel of Fortune
1993   Caesars Palace
1993   Choplifter III
1993   Cliffhanger
1993   F-15 Strike Eagle
1993   Faceball 2000
1993   Last Action Hero
1993   Nazo Puyo 2
1993   Pro Yakyuu GG League
1993   Simpsons, The: Bartman Meets Radioactive Man
1993   Taisen Mahjong HaoPai 2
1993   Tengen World Cup Soccer,Kick & Rush JP
1993   World Series Baseball
1994   5 in One Fun Pak
1994   Bubble Bobble
1994   Ernie Els Golf
1994   Gear Works
1994   Hurricanes
1994   Megami Tensei Gaiden: Last Bible
1994   Moldorian: Hikari to Yami no Kyoudai
1994   NBA Jam Tournament Edition
1994   Poker Face Paul's Blackjack
1994   Poker Face Paul's Gin
1994   Poker Face Paul's Poker
1994   Poker Face Paul's Solitaire
1994   Pro Yakyuu GG League '94
1994   Puzzle & Action: Ichidant-R GG
1994   Puzzle & Action: Tanto-R
1994   R.B.I. Baseball '94
1994   Rise of the Robots
1994   Side Pocket
1994   Star Trek Generations: Beyond the Nexus
1994   Star Trek: The Next Generation – The Advanced Holodeck Tutorial
1994   World Derby
1994   World Series Baseball '95,Nomo Hideo no World Series Baseball JP
1995   Chicago Syndicate
1995   F1 World Championship Edition
1995   FIFA Soccer 96
1995   Frank Thomas' Big Hurt Baseball
1995   Gamble Panic
1995   Garfield: Caught in the Act
1995   Godzilla: Kaijuu no Daishingeki
1995   Itchy & Scratchy Game, The
1995   Jungle Strike
1995   Kawasaki Superbikes
1995   Megami Tensei Gaiden: Last Bible S
1995   MLBPA Baseball
1995   NHL All-Star Hockey
1995   Ninku Gaiden: Heroyuki Daikatsugeki
1995   Sports Illustrated: Championship Football & Baseball
1995   Sports Trivia: Championship Edition
1995   Striker
1995   Tama & Friends: 3rd Street Park Tamalympics
1995   Tatakae! Pro Yakyuu Twin League
1995   The Adventures of Batman & Robin
1995   Urban Strike
1995   Zoop
1996   Doraemon: Wakuwaku Pocket Paradise
1996   Panzer Dragoon Mini
1996   Pet Club: Neko Daisuki!
1996   PGA Tour 96
1996   Virtua Fighter Animation,Virtua Fighter Mini JP
2001   Super Battletank
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Post Posted: Wed Oct 02, 2019 4:17 pm
Great list, this should help future hackers a lot! Personally I'm more concerned about fixing up the controls existing patches (currently on day 3 of the appropriately titled Batman Forever, I plan on releasing my updates in batches).

This list got me thinking about conversion hacks in general, specifically whether any of the listed games are based on an existing MSX version. If so, it might make more sense to convert those instead, since the display is probably closer.
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Post Posted: Wed Oct 02, 2019 5:29 pm
Bubble Bobble GG isn't the same game as the SMS version?
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Post Posted: Wed Oct 02, 2019 6:47 pm
KingMike wrote
Bubble Bobble GG isn't the same game as the SMS version?


Different resolution used, it makes levels different.
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Post Posted: Wed Oct 02, 2019 8:09 pm
Oh there might be one or two errors, I did the list quick.

The release list for GG is based on wikipedia's release list, so take that for what its worth. :p

If you see anything wrong with it, please post it here.
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Post Posted: Wed Oct 02, 2019 9:38 pm
Yeah, Sonic Spinball (which is a 1994 game on the Game Gear, not a 1993 game, that's the Mega Drive version) and Cheese Cat-Astrophe Starring Speedy Gonzales were definitely released on the Master System too. Those two were among the last Master System games released in Europe in 1995 together with The Smurfs, and of course not including the oddity that was its 1996 sequel.
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Post Posted: Wed Oct 02, 2019 11:19 pm
Wesker wrote
Yeah, Sonic Spinball (which is a 1994 game on the Game Gear, not a 1993 game, that's the Mega Drive version) and Cheese Cat-Astrophe Starring Speedy Gonzales were definitely released on the Master System too. Those two were among the last Master System games released in Europe in 1995 together with The Smurfs, and of course not including the oddity that was its 1996 sequel.


Thanks, I see them now. Also the Smurfs. Took them all off the list. Three less to do!
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Post Posted: Thu Oct 03, 2019 1:41 am
BTW, user "The Simpsons" messaged me with the following.
Quote
Bartman Meets Radioactive Man (The Simpsons) v1.0 GG2SMS

- Pause in game on down controller 2

I invited them to post it in the thread, but no response, so I guess the weird spammer is at it again.
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Post Posted: Thu Oct 03, 2019 7:05 am
Yes, that's the guy. I'll delete him again...
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Post Posted: Thu Oct 03, 2019 3:37 pm
I wondered why I got a New PM popup with nothing new. I guessed it was a deleted spammer.
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Post Posted: Thu Oct 17, 2019 4:46 pm
If anyone knows about the SMSPlusPlus open source arduino mod chip for the SMS, it's pretty cool.

One thing that I always wanted was to eliminate the need to have a second joystick plugged in for the GG2SMS hacks.

Well, I finally sat down yesterday and went through the sketch for the mod chip and altered the code to make the first pad send the Player 2 Joystick Down signal. Also, had to add a wire from arduino digital pin 5 to the P2 joystick down pin on the Sega.

It works very well, you can have a Genesis/Mega Drive 3 or 6 button pad or a regular Master System pad. If your Master System pad is modified to have a pause or start button (Using the TH line) then you can do everything from that one also (50/60Hz switch, Reset, Pause and Player2 Joystick Down).

If anyone wants the modified sketch or any information, just let me know.
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Post Posted: Thu Oct 17, 2019 9:24 pm
TheNameOfTheGame wrote
If anyone knows about the SMSPlusPlus open source arduino mod chip for the SMS, it's pretty cool.

One thing that I always wanted was to eliminate the need to have a second joystick plugged in for the GG2SMS hacks.

Well, I finally sat down yesterday and went through the sketch for the mod chip and altered the code to make the first pad send the Player 2 Joystick Down signal. Also, had to add a wire from arduino digital pin 5 to the P2 joystick down pin on the Sega.

It works very well, you can have a Genesis/Mega Drive 3 or 6 button pad or a regular Master System pad. If your Master System pad is modified to have a pause or start button (Using the TH line) then you can do everything from that one also (50/60Hz switch, Reset, Pause and Player2 Joystick Down).

If anyone wants the modified sketch or any information, just let me know.


I have sms++. It's great. But there's only one issue. There are conversions like tail's adventure that use the megadrive controller. If you have sms++ you won't be able to play those conversion. The same problem with sms test suit. it detects the megadrive controller as a sms controller.
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Post Posted: Thu Oct 17, 2019 10:43 pm
gorgyrip wrote
TheNameOfTheGame wrote
If anyone knows about the SMSPlusPlus open source arduino mod chip for the SMS, it's pretty cool.

One thing that I always wanted was to eliminate the need to have a second joystick plugged in for the GG2SMS hacks.

Well, I finally sat down yesterday and went through the sketch for the mod chip and altered the code to make the first pad send the Player 2 Joystick Down signal. Also, had to add a wire from arduino digital pin 5 to the P2 joystick down pin on the Sega.

It works very well, you can have a Genesis/Mega Drive 3 or 6 button pad or a regular Master System pad. If your Master System pad is modified to have a pause or start button (Using the TH line) then you can do everything from that one also (50/60Hz switch, Reset, Pause and Player2 Joystick Down).

If anyone wants the modified sketch or any information, just let me know.


I have sms++. It's great. But there's only one issue. There are conversions like tail's adventure that use the megadrive controller. If you have sms++ you won't be able to play those conversion. The same problem with sms test suit. it detects the megadrive controller as a sms controller.


I thought tail's adventure auto-detects the type of controller. Did they change it? I just tried it on my everdrive X7 with sms++ and megadrive controller and it seemed to work fine.
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Post Posted: Yesterday at 12:22 am
Last edited by Wafer on Yesterday at 12:35 am; edited 1 time in total
Hang tight, peeps. Adding Mega Drive controller support in software is pretty elementary in most cases, even easier than pause button support. I've already got about 10% of the existing hacks updated for that, I just need to get them all packaged up, and fix some small mapping errors in some places. Wherever it doesn't take too much time, I'm also making it so you can progress from the title screen with a standard SMS pad.

I'm moving house in a week, so I have limited time right now, but I'll get the first batch up as soon as I get the bulk of my packing done. With the update Calindro made to Emulicious, successive batches should be even easier. From the second batch onwards, I'll be focusing first on games that have no release on any other Sega console, then games with no SMS release, and then finally the remainder.

If you really want to play with an SMS pad, adding a 74HC157 or equivalent with an extra button and optionally a switch on the TH line should be pretty easy, so long as you know which end of a soldering iron to hold. You might need some pull up resistors too, not certain on that though. That would get you start button support for games that support the MD pad, and with a switch to force the TH line high on the controller side you'd maintain compatibility with any SMS titles that mess with IO port pins.
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Post Posted: Yesterday at 12:34 am
@Wafer are you patching so that users with sms++ and modified master system pads can still benefit from the new code or will it require a megadrive pad exclusively?

Some master system games won't work with a megadrive pad so then we would be back to switching controllers around. That is something I'm trying to avoid.
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Post Posted: Yesterday at 12:42 am
@TheNameOfTheGame Supporting "start on second pad" is basically free with my routine, so yeah, you'll still get support, unless the SMS++ is doing something weird that I'm unaware of (I do all my testing on a Multi Mega with an X5, no SMS to hand). It also means that JP hardware can still play, since they have no way of supporting MD pads. If you have a button that acts as pause, I'll support that wherever it doesn't cause a headache.

Supporting TH as the start button in software is not something I'll do, since to me it causes more problems than it solves. I'm not sure how one would go about detecting it in a universal fashion. If your TH line is isolated and hooked up to port 2, it should work. If your TH line acts as pause, it will depend on whether I add pause button support to the specific title (about 50/50 chance so far, more likely in games that support Gear to Gear play).

Per my previous message, you could add a switch to a Mega Drive pad to force the TH line high on the controller side, that would force it to act as an SMS pad when necessary. AFAIK, the only time MD pads wouldn't work with an SMS title is where the devs accidentally screw with the TH line.

Every game I've hacked so far supports MD pad and second controller as start as a minimum. I've also added a failsafe for six button pads since my Sonic Drift hack, but forcing compatibility mode using the mode button is still recommended.

Oh, Saturn controllers too, if you're as weird as me.

For those curious: most GG games process the controls into S-21RLDU encoding, very similar to MD games and the Saturn's SMPC. The SMS reads pads two and one as DU21RLDU. That's why adding start on second pad was so easy for the hacks that already have it. My routine is polling the port a second time to check whether an MD pad is connected, and then shifting and ORing the inputs together. You can have an MD (or Saturn) pad connected and still use down on a second pad to access start button functions.

I imagine that adding support for MD pads in the SMS games that have issues with them would be pretty easy, too. I guess the problem is mainly where devs used the TH line for region detection and saw no reason to reset it to default after.
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Post Posted: Yesterday at 10:53 am
TheNameOfTheGame wrote
gorgyrip wrote
TheNameOfTheGame wrote
If anyone knows about the SMSPlusPlus open source arduino mod chip for the SMS, it's pretty cool.

One thing that I always wanted was to eliminate the need to have a second joystick plugged in for the GG2SMS hacks.

Well, I finally sat down yesterday and went through the sketch for the mod chip and altered the code to make the first pad send the Player 2 Joystick Down signal. Also, had to add a wire from arduino digital pin 5 to the P2 joystick down pin on the Sega.

It works very well, you can have a Genesis/Mega Drive 3 or 6 button pad or a regular Master System pad. If your Master System pad is modified to have a pause or start button (Using the TH line) then you can do everything from that one also (50/60Hz switch, Reset, Pause and Player2 Joystick Down).

If anyone wants the modified sketch or any information, just let me know.


I have sms++. It's great. But there's only one issue. There are conversions like tail's adventure that use the megadrive controller. If you have sms++ you won't be able to play those conversion. The same problem with sms test suit. it detects the megadrive controller as a sms controller.


I thought tail's adventure auto-detects the type of controller. Did they change it? I just tried it on my everdrive X7 with sms++ and megadrive controller and it seemed to work fine.


Everdrive x7 is for megadrive, right? That means sms++ is inside megadrive? I have a sms2 with sms++ and tail's adventure it's a repro cart. rom is v1.5c.
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Post Posted: Yesterday at 11:10 am
gorgyrip wrote

Everdrive x7 is for megadrive, right? That means sms++ is inside megadrive? I have a sms2 with sms++ and tail's adventure it's a repro cart. rom is v1.5c.


Nope, master everdrive X7 is for master system. Krikzz released a new version a few years ago. So my sms++ is in my sms2 like yours.

@Wafer Thanks for the clarification. It's always good to have options so you are doing it right. In fact, I use a megadrive controller, but the chip is stripped out and a few traces routed over to the wires. So I have the comfort of a megadrive controller and software doesn't know it's not a control pad.
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