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View topic - 4 Pak All Action, on real hardware

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  • Joined: 29 Dec 2013
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4 Pak All Action, on real hardware
Post Posted: Tue Sep 24, 2019 9:01 pm
I wanted to know if there was a way to make the 4 Pak work on a real SMS. all I get is the menu and then when I pick a game it goes back to the selection screen. I was thinking maybe a way to make 4 hacks to have them boot up the individual games. I've tried getting it to boot with my everdrive on a real SMS and on a Mega SG jailbroken with it loading the Korean BIOS, nothing seems to work.
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Post Posted: Tue Sep 24, 2019 9:36 pm
I thought the individual games were available as separate ROMs already?

Edit: apparently not, it's a custom mapper but seems possible to hack to the Codemasters mapper supported by Everdrive.
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Post Posted: Wed Sep 25, 2019 8:26 pm
Maxim wrote
I thought the individual games were available as separate ROMs already?

Edit: apparently not, it's a custom mapper but seems possible to hack to the Codemasters mapper supported by Everdrive.


Is this something a beginner in hacking could do... the most ive ever done is add IPS to a rom. I have a basic understanding on how read the hex in the header.
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Post Posted: Wed Sep 25, 2019 10:38 pm
It's actually pretty basic but a long way from what you're used to... I may have a go and write something up about it. Technical details are here: http://www.smspower.org/forums/post69724#69724
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Post Posted: Thu Sep 26, 2019 12:15 am
Yeah, I understand some of it, but not enough to fix the mappers. Reading the post it looks like some made a hacked version at one time, but I didn't find it yet.
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Post Posted: Fri Oct 04, 2019 7:23 pm
Here it is, as promised. These are lightly tested. Guide is inside, along with source. Most were written in a way that makes them very easy to patch, or to combine into multicarts some other way. I went a bit further by adding Sega and SDSC headers where possible, and mapper initialisation code, to maximise compatibility and traceability; but the initial hex editor patches (one byte per game) were enough to make it work.

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Post Posted: Sun Oct 06, 2019 10:08 pm
Wow, thanks. I'll try this on my Master Everdrive.
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Post Posted: Sun Oct 06, 2019 11:24 pm
They all work on my X7 Everdrive. The only one that I thought was terrible was Adventure Kid. But it's nice to have them to try out!

Thanks again.
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Post Posted: Mon Oct 07, 2019 9:13 am
I'd appreciate any feedback on the guide I wrote...
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Post Posted: Sun Oct 13, 2019 2:25 pm
Maxim wrote
I'd appreciate any feedback on the guide I wrote...
I definently will! Can you link me.
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Post Posted: Fri Oct 18, 2019 11:29 pm
Maxim wrote
Here it is, as promised. These are lightly tested. Guide is inside, along with source. Most were written in a way that makes them very easy to patch, or to combine into multicarts some other way. I went a bit further by adding Sega and SDSC headers where possible, and mapper initialisation code, to maximise compatibility and traceability; but the initial hex editor patches (one byte per game) were enough to make it work.


Thank you so much for these patches! I've been curious about the games on this unlicensed cart for a while and can confirm that all bar Adventure Kid run great on my Mega Drive via an EDX5 (as expected). Very cool.
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