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View topic - Sega 8-bit summer of dumps Part 1: Cyborg Z (SMS/KR) + 5 other dumps

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Sega 8-bit summer of dumps Part 1: Cyborg Z (SMS/KR) + 5 other dumps
Post Posted: Tue Aug 02, 2011 7:23 am
Last edited by Bock on Tue Aug 16, 2011 10:40 pm; edited 3 times in total
August has arrived, prepare for multiple showers of dumps!




Cyborg Z for the Samsung Gam*Boy / Master System, a rare original Korean developed game of rather high-caliber for its era. Developed in 1991 by Zemina. Here's what our Korean gaming expert Derboo has to stay about it:

Derboo wrote
This seems to be one of the rarest Zemina games, after all by 1991 people had started to turn to more advanced hardware. The company finally made the transition to Megabit roms (equals 128KB), so this contains a lot more graphics than previous Zemina products, as well as eight distinct levels. The character is a copy of the giant mecha Mazinger Z from the 1972 anime series, including his trademark Rocket Punch attack. The game has the same weapon system as The Three Dragon Story, with the multiple weapons that can be cycled through. It is much more forgiving, though, and the mecha is allowed a number of extra lives.

Each one of the rather long levels has a mid- and final boss fight, the latter one takes place on a separate screen. Afterward, the player can earn upgrades and extra lives in a bonus round. Like the earlier game, Cyborg Z also suffers from the MSX's terrible vertical scrolling abilities.

(from http://www.hardcoregaming101.net/korea/part1/company-zemina.htm)

To add to the curiosity, the ROM image for Cyborg Z is compatible with both Sega Master System (Samsung Gam*Boy in Korea) *AND* MSX1. So this game should perfectly play in a MSX1 emulator as well. This is achievable since both systems uses a different entry points in the cartridge and the hardware are very similar.

This is coming from Masato's great Sega 8-bit collection which he allowed me to dump during my snowy trip to Hokkaido. Stay tuned for a bunch of upcoming Korean games!

Don't run, that's not all. We've got four SG-1000/OMV dump variations, the latest from our exhaustive run on hundred of old Japanese cartridges.



Earlier "v2.6" version of 007 James Bond (007 ジェイムスボンド) for the SG-1000 and Othello Multivision. Version is shown on title screen and you can compare it to the known dump which is labeled "v2.7".



Earlier "v10" version of Space Armor (スペースアーマー) for the SG-1000 and Othello Multivision. Now this is becoming tricky, because last year when we first released dumps for this game we labeled them [v0] and [v1], but this new dump comes earlier so we had to shift up the version numbers on existing dumps. Also because the title screen itself shows a version number we're including that in the filename but note that there's two variations of "v20". So two version numbers here! The summary is:

OMV d23b0e3e Space Armor [v10] [v0] [40k map]
OMV d5fdb4a3 Space Armor [v20] [v1]
OMV ac4f0a5c Space Armor [v20] [v2]




Alternate "40k map" dump of Congo Bongo (コンゴボンゴ) for the SG-1000 which matches the [v1] dump but is layed out using a different mapping and cartridge board. This is the fourth dump of Congo Bongo we have, hopefully the latest one! Read up the following post in this same thread for Paul Baker analysis of the memory layout.



Alternate "40k map" dump of Yamato (ヤマト) for the SG-1000 which also match the existing dump but is layed out using a different mapping and cartridge board. Generally this type of board came early in the SG-1000 cycle and was abandoned after a dozen releases in favor of using 1 ROM chip and linearly mapped memory.



And finally we've got a Prototype of Alien Syndrome (エイリアン シンドローム) for the Master System. Can someone identify the different between this build and the final one before the time bomb explode our space ship?
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Temporary Transitional Attachment Fairy
Post Posted: Tue Aug 02, 2011 7:25 am
This message will auto destruct itself someday.
cyborg_z-sms-kr.zip (82.03 KB)

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The word from Paul
Post Posted: Tue Aug 02, 2011 7:26 am
About Congo Bongo's dump:

Fortunately (?) it doesn't seem that this dump is earlier than the
others. This new version actually seems to come from the same code as
[v1] (i.e. 5a24c7cf), just altered to work with the 40k mapping.

Although the dump contains 40K in the form ABABC, actually accessed as
though it were AB--C. For comparison, [v1] is accessed simply as ABC.

Due to this discontinuity between B and C some data ($1be bytes) has
been moved from the end of B to the beginning of C, and everything else
in C has been shifted down. This results in some $ff padding being
removed from the end of C.

All addresses in the ROM which point within C are thus offset by $41be
bytes.

The full list of differences between [v1] and this new ROM is:

-   $1be bytes of data removed from the end of B, replaced by padding.
    -   This padding is not simply a series of $ff bytes. It seems that
        the assembler has inserted RAM contents from the build machine
        into the ROM.
-   $1be bytes of data inserted at the beginning of C.
-   $1be bytes of $ff padding removed from the end of C.
-   Addresses pointing within C are offset by $41be bytes.
-   The mystery last byte (see forum topic "Random byte in SG-1000
    ROMs") is changed from $07 to $03.

Perhaps the new dump should be named something like
"Congo Bongo [v1] [40k map]"?
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Post Posted: Tue Aug 02, 2011 8:39 am
This is fantastic news!

After many years I finally see the game working on both my SMS and MSX :D
On top of that it is a fairly enjoying game to play.
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Post Posted: Tue Aug 02, 2011 10:31 pm
Much appreciated, thanks Omar and Masato!

I only got black screen with Cyborg Z in Fusion and Mednafen, but it ran in MESS, haven't tried any other emulators yet.
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Post Posted: Wed Aug 03, 2011 3:56 am
As always, thanks!
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Post Posted: Wed Aug 03, 2011 9:20 am
BKK wrote
I only got black screen with Cyborg Z in Fusion and Mednafen, but it ran in MESS, haven't tried any other emulators yet.

+1 Black screen in Fusion
In Meka works perfectly! Very nice game! Thanks!
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Post Posted: Wed Aug 03, 2011 9:20 am
Somebody please pester Steve Snake to add support for more Korean mappers in Kega Fusion.
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Post Posted: Thu Aug 04, 2011 10:07 am
BKK wrote
Much appreciated, thanks Omar and Masato!

I only got black screen with Cyborg Z in Fusion and Mednafen, but it ran in MESS, haven't tried any other emulators yet.


as you could deduce by Bock's reply, you need an emulator which supports properly Korean mappers... MEKA and MESS do ;)
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Post Posted: Thu Aug 04, 2011 9:00 pm
Thank you so much for Cyborg Z!!!
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Post Posted: Fri Aug 05, 2011 11:32 pm
Yo ho ho, ye hee hee, little brown jug how I love thee...
That was not the music I would have expected for Cyborg Z. Though, with the first boss being a cowboy that launches enemies from his stomach, I guess it kind of fits.
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Post Posted: Sun Aug 14, 2011 9:19 am
If you do the joystick movements for the Konami code on the screen where you select 1- or 2-player mode (no other joystick movements before, or it won't work) in Cyborg Z, you get to a music test menu.
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Sega mapper hack for Cyborg Z
Post Posted: Tue Feb 07, 2023 12:47 am
Here's a patch in IPS format that allows Cyborg Z to work in flash carts and emulators that only implement the Sega mapper.

ROM that is applies to:

128K Cyborg Z (KR).sms
Checking for export header with matching CRC... NO
sha256:685530e434c9d78da8441475f795591210873622622b7f3168348ce08abc7f8e Cyborg Z (KR).sms
sha1:c2e661e9b68a78e5a5fae5ae297b5d964d82491e Cyborg Z (KR).sms
md5:0027ab3b7479cb1385e43d1f41bcddd6 Cyborg Z (KR).sms
mekacrc:38F62FF22B9B34B7 Cyborg Z (KR).sms
crc32:77efe84a Cyborg Z (KR).sms

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