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View topic - Sega SC-3000 Megacart binaries for MAME / MEKA emulators

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  • Joined: 03 Oct 2011
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Sega SC-3000 Megacart binaries for MAME / MEKA emulators
Post Posted: Wed May 29, 2019 11:29 pm
Hi All

Quick recap - the Sega SC-3000 Megacart / Mk II Multicart pack a pile of tape games like Burglar Bill, Sir Roderick's Quest, Vortex Blaster, Gold Miner etc. as well as Basic IIIB, Sega Music Editor, and SG-1000 games into a cartridge.

I've been struggling to find the time to build these, and I want the SC-3000 tape software to live on forever.

So you can now play the tape software on the Megacart in MAME v0.206 or later, and MEKA supports the Mk II Multicart.

See SC3000SurvivorsMegacartMulticartBinariesForMAMEandMEKA.zip attached to this thread for the binaries.

Instructions are here:

http://sc3000-multicart.com/news.htm#20190530

If you're still mad keen to have one of these for your SC-3000 / SG-1000 / Mark III then contact me and I might be able to help you out. You just have to be prepared to wait a while as life is very busy :)

Thanks to Nigel Barnes for adding support to MAME, and to Bock for adding support to MEKA for the Mk II Multicart back in 2015. That made debugging so much easier :)

I don't own the copyrights to anything other than the Multicart / Megacart menu system. So that part of the binary images is freely distributable for personal / non-commercial use in emulators.

You should get your own legal advice about what you can do with the other software in the binaries :)

Cheers
SC3000SurvivorsMegacartMulticartBinariesForMAMEandMEKA.zip (3.13 MB)
Sega SC-3000 Megacart / Multicart v2.31 binaries for MAME and MEKA emulators

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Post Posted: Thu May 30, 2019 8:12 am
This is super nice. I would be happy to make a front page News post about it with some screenshots. Would you mind?

Maybe in the .ZIP file you could rename the .bin files to .sc or something more suitable for file association?

(Fun fact, I don't even remember adding that code in Meka :)
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Post Posted: Thu May 30, 2019 9:13 am
Hi Bock. Yes, that's fine to make a front page post.

The reason they have .bin file extensions instead of .sc is because the latest version of MAME appears to those require those file names and subfolders if you want to be able to launch it directly from the command line with "mame sc3000 megacart" or from the MAME GUI 'known' lists. I would have preferred .sc but it looks like that is what Nigel coded into the game definitions (and he just used the file name I sent him, so I can't complain).

The file name / extension doesn't seem to matter if you launch MAME with "mame sc3000" and then manually choose the file with the GUI. It will still correctly match the file checksum and use the Megacart or Multicart mapper.

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Fun fact, I don't even remember adding that code in Meka :)

I seem to recall you were pretty busy at the time :)
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Post Posted: Thu May 30, 2019 10:45 am
Thank you. Any way to extract those tape games from the binary file and create single game files for use on an EverDrive?

Is there a documentation on the SC-3000 Survivors MEGACART and Mk II Multicart v2.31 so that it can be recreated on an FPGA?
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Post Posted: Thu May 30, 2019 11:01 am
pcfreak324 wrote
Thank you. Any way to extract those tape games from the binary file and create single game files for use on an EverDrive?


For the 'single-load' tape games it might be possible. However all the multi-load tape games have had the original tape routines replaced with custom routines to load directly from the paging system of the Megacart. Those are custom coded for each game and look at a particular location in the Megacart / Multicart binary

I don't know enough about the EverDrive architecture / capabilities and whether it would be possible to abstract that out, but I suspect not.

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Is there a documentation on the SC-3000 Survivors MEGACART and Mk II Multicart v2.31 so that it can be recreated on an FPGA?


If I stop making them completely I'll publish a schematic. But I have parts for a few more sitting around which I'm planning to finish off. If you're really keen you should be able to reverse engineer it from the previous posts on the Multicart / Megacart architecture. And I'm actually hopeful some day to find the time to learn how make a CPLD or FPGA version myself. Some day :)

I must say my parents have had their money's worth out of the home computer they bought when I was nine. Thirty five years on and I'm still learning from it :)

Cheers
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Post Posted: Thu May 30, 2019 8:16 pm
Everdrive can emulate a Codemasters mapper so you can place your data at any place in the lower 48KB, provided the whole game fits in 1MB (and I'm guessing nobody had the patience for a 1MB tape load). I guess the game consists of various blobs to load to RAM, at specific addresses when triggered by code in the blobs themselves. If you can give us that kind of breakdown I think it'd be easy to make one-game ROM loaders for Everdrive.
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