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OffTopic > maker code list

#12048 - cez - Tue Oct 28, 2003 3:14 am

I'm coding my own small gba header tool but I'm not able to find a list for the maker codes. Someone got a list to share? Thx

#12108 - FluBBa - Wed Oct 29, 2003 10:36 pm

I've just uploaded my maker list to http://hem.passagen.se/flubba/gba.html
I've gone through GB/GBC/GBA/SNES/NES games so it's quite accurate I think.
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#12109 - cez - Wed Oct 29, 2003 11:17 pm

Great thx, very much appreciated =)

#12115 - tepples - Thu Oct 30, 2003 2:32 am

I thought NES games didn't have "headers" as such.

And why does Enix seem to have FOUR codes?

What code is safe for homebrewers to use?
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#12119 - Lord Graga - Thu Oct 30, 2003 2:50 pm

@tepples: I usually use the string "home" as my maker code. :)

w00t! 222 posts!


Last edited by Lord Graga on Thu Oct 30, 2003 4:40 pm; edited 1 time in total

#12120 - FluBBa - Thu Oct 30, 2003 3:02 pm

Some of the values I found in an old maker list for the SNES and it didn't have any game examples so don't trust the names without examples too much ok.

A safe code to use would be something like "00" or 0x0000 I think.
The only thing in the NES I've found is the maker name nothing else, those that use it probably has more data about the rom there but I can't see it.
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#12124 - headspin - Thu Oct 30, 2003 6:55 pm

#12131 - cez - Fri Oct 31, 2003 2:55 am

#12132 - tepples - Fri Oct 31, 2003 3:30 am

Run it for about 20 seconds. Find the first description that matches its cart write behavior.

Does it DMA3 to 0x0Dxxxxxx? Yes: Serial EEPROM save. Stop. No: Continue.
Does it write to 0x0E00xxxx using an Atmel flash handshake (described in this PDF)? Yes: Atmel flash save. Stop. No: Continue.
Does it write to 0x0E00xxxx using a Sanyo flash handshake? Yes: Sanyo flash save. Stop. No: Continue.
Does it write to 0x0E00xxxx? Yes: SRAM save. Stop. No: No save. Stop.

A user on the gbadev@yahoogroups list has reported that VisualBoyAdvance currently has a bug in its save type detection: it is too quick to assume that a particular memory is Atmel flash and not SRAM because it doesn't listen to enough of the handshake.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#12133 - cez - Fri Oct 31, 2003 3:36 am

OK hmm the problem is that I'm just writing a small app the get game info from the rom not an emulator so I can't run it. But maybe it's possible to read the opcodes, adresses or something for the rutines you descibed?

#12134 - tepples - Fri Oct 31, 2003 4:07 am

My suggestion:

Take an MD5 of the first 1 KB of the ROM, and use that to identify the save type for known ROMs. For unknown ROMs, write a patch for VisualBoyAdvance that runs the game in fast-forward mode just long enough to determine its save type and then prints the save type on stdout.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#12191 - gb_feedback - Mon Nov 03, 2003 2:49 pm

If the ROM in question is an official one then it presumably uses the official save library. I believe that this library embeds a text string somewhere in the ROM such as

const s8 savetype[] = {
'S', 'R', 'A', 'M', '_', 'V', '1', '1', '2'
};

The above string is embedded in one of my programs to fool a particular writer into working correctly with my program. Details lost in history...

I don't have a list of such types but it should be easy to find them!

Clearly you just search the rom til you find one of the strings.
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#12197 - cez - Mon Nov 03, 2003 4:32 pm

great tried it for a few roms and found those strings. thx a lot =)