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View topic - Sega 8-bit winter of dumps Part 2: 4 PAK All Action

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  • Joined: 24 May 2010
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Post Posted: Sun Jan 29, 2012 7:37 pm
Hey, thanks for taking a swing at that, Logbomber -- I just got your PM. I look forward to the updated version.

BTW CrabEmu was recently updated to include support for the 4 Pak All Action mapper. The new 0.2.0 version hasn't been released yet, but I downloaded and compiled it last night. So I was able to give it a brief swing in emulation, at least, but I was running into some sound issues with CrabEmu that made it difficult to evaluate.

Speaking of sound:

Bock wrote
The sound seems badly broken.


More so than it normally is, I assume? I'm still curious about whether the Level 2 music in Toto World 3 can be fixed, since there's the germ of a decent composition in there but something went horribly wrong.

From what I could tell Cave Dude seemed equally messed up in Level 2, but I was less sure about Level 1 (but the sound issues I was having made it hard to tell).
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Post Posted: Sun Jan 29, 2012 8:07 pm
The hacked ROM which Logbomber posted had completely broken sound from the start of the game. Not sure about what's going on after level 2. Can you elaborate?
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Post Posted: Sun Jan 29, 2012 8:27 pm
Bock wrote
The hacked ROM which Logbomber posted had completely broken sound from the start of the game. Not sure about what's going on after level 2. Can you elaborate?


We actually talked about it here a while back. Basically, in Level 2, there are several distinct musical loops going on, with implied chord changes that are the same in each loop -- but in what seems to almost certainly be a programming error, they're not properly synchronized. It's like three people playing the same song who can't hear each other, so they're playing in different tempos. (Hmmm, that sounds exactly like the Shaggs!)

There are also places in the music where it sounds like it was improperly adapted from another sound chip (the AY-3-8910, maybe?), so that you get notes that are wildly out of range because the SMS can't go that low (or that's my hypothesis, anyway).

Anyway, point being that, from what I can tell, Cave Dude has at least some of the same issues, including in Level 2. However, the sound in this build of CrabEmu is so messed up (gain is something like 400% too loud) that it's hard for me to tell if the Level 1 sound is identical to Toto World 3.

I guess I was just hoping they'd fixed it, since they took the time to translate it!
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Post Posted: Mon Jan 30, 2012 7:03 am
Correction: the music is fixed! Well, partly anyway. Now that the nasty sound bug in CrabEmu has been fixed (thanks to BlueCrab!) I can hear it properly.

Anyway, the change is very interesting: PSG channel 3 was used for a steady bassline (with out-of-range errors) in Toto World 3. In Cave Dude, however, it's used to augment the noise channel to make a fuller drum track. In the first stage, that means that a lot of the most strident discords are gone, since some of them were caused by the PSG being asked for a number that's out of range (or that's my guess, anyway).

World 2 is more interesting, since that one had the egregious data error that left all three melody patterns out of sync with each other. Now PSG 2, PSG 3 (as part of the drums), and the noise channel are all in sync -- at first. However, PSG 2 has a couple of "extra" notes that I'm almost sure are errors, since it adds an extra beat or two to the 4/4 pattern and throws things out of sync, though at least it's going at the same BPM as the drum pattern. In addition, PSG 1 is still out of sync with the rest of the music.

Anyway, that's what I've found so far. I don't know who was responsible for preparing Cave Dude for the English-speaking market, but it looks like that person realized that the music was in serious disrepair, and did what they could to fix it.
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Post Posted: Mon Jan 30, 2012 6:40 pm
I've never looked but has anyone successfully dumped the X-in-1 Brazil carts? They rely on bank switching via resetting the console, so dumping it may be tricky.
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Post Posted: Mon Jan 30, 2012 6:48 pm
Carts that switch on power cycle (Master Games 1, Game Box Série Esportes) just have concatenated roms with some hardware to switch the upper address lines; so the dump is typically just existing data concatenated, possibly with some padding. When played in an emulator, you just see the first game.
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Post Posted: Mon Jan 30, 2012 6:48 pm
Maraakate wrote
I've never looked but has anyone successfully dumped the X-in-1 Brazil carts? They rely on bank switching via resetting the console, so dumping it may be tricky.

You can dump them with a SMS Reader. Cycling power or unplugging the cartridge will get you a different game each time. It is a bit unpredictable but still easy to dump.
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Post Posted: Tue Jan 31, 2012 2:08 pm
Did you ever check if the games are stored on a single ROM chip or on seperate ones? If one, correct redumps should be done using some sort of EPROM reader. Does only Esportes Radicais use a title screen?

Are the dumps exact matches of the korean versions (Aladdin 3 in 1) if you own these as well?
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Post Posted: Wed Feb 01, 2012 12:55 am
Bock wrote
Maraakate wrote
I've never looked but has anyone successfully dumped the X-in-1 Brazil carts? They rely on bank switching via resetting the console, so dumping it may be tricky.

You can dump them with a SMS Reader. Cycling power or unplugging the cartridge will get you a different game each time. It is a bit unpredictable but still easy to dump.


Were you able to build a true ROM of it with all 4 games in it so you can power cycle it in an emulator?
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Post Posted: Wed Feb 01, 2012 1:27 am
It would be possible to create such ROM if the emulator desired to support it. Pretty pointless ihmo seeing how the software has no control over this switching and it isn't totally reliable in the first place.
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Post Posted: Wed Feb 01, 2012 5:41 pm
I got bored one time and opened up those brazil multi carts and there's a lot more stuff in there than usual. Pretty neat stuff. Is the 4 PAK the same way?
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Post Posted: Wed Feb 01, 2012 6:07 pm
Maraakate wrote
Is the 4 PAK the same way?

http://www.smspower.org/forums/viewtopic.php?p=69782#69782
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Picky little game plays great on my NTSC SMS II only.
Post Posted: Mon Aug 11, 2014 3:32 am
I seriously love the game especially the cover art sold me. I wouldn't work on my SMS or my Genesis. This Alstrailian import wouldn't even play on my Aulstrailian SMS II. This picky little cartriage plays consistantly well on every NTSC SMS II system I own and try. My son loves power block but not aware where it came from. This Rom isn't woking on my master everdrive either as hitting the pause button does not start the game,,, arrrrrr.
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Cave Dude
Post Posted: Fri Aug 15, 2014 3:44 am
Yea this game is picky but I love it. I'm so happy that I found a SMS II that plays my original game cart. Let everyone know that I have tried game on many systems and the best result is ironically the NTSC SMS II system. Very odd that this game won't play on PAL Sega systems closer to home. Love the cover of Cave Dude for those who can get past the racist undertone of a very pale cave dude clubbing an ape with XL eyes and exaggerated human like resemblance. It plays very much the same as the Korean version only with Cave Dude start screen. I read that Power Block has a different name under it's Korean release does anyone have dump for that one I feel I own it since it part of 4 pak all action (same game correct).
cavedude.jpg (32.31 KB)
cavedude.jpg

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