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Street Fighter II Turbo SNES locks up on SWC DX - SOLVED
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RGB_Gamer



Joined: 01 Oct 2007
Posts: 879

PostPosted: Sun May 17, 2009 2:50 am    Post subject: Reply with quote

amptor wrote:
Well I just pulled out my other SNES deck and it has exactly the same problem.

So the only thing I can think of that is left is the actual power supply that the SNES has and I don't think I have an extra one of those lying around. All other games do work fine on this system though besides the other two I mentioned earlier.

It's amazing two different swc dx units, two different snes decks and the same problem for a real old game that wasn't very popular by the time I purchased the unit since I think SSFII was already out.


does this happen with other games? Are you using an official Nintendo power supply for your SNES?
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amptor



Joined: 14 Nov 2003
Posts: 207

PostPosted: Sun May 17, 2009 3:51 am    Post subject: Reply with quote

eastbayarb wrote:
amptor wrote:
Well I just pulled out my other SNES deck and it has exactly the same problem.

So the only thing I can think of that is left is the actual power supply that the SNES has and I don't think I have an extra one of those lying around. All other games do work fine on this system though besides the other two I mentioned earlier.

It's amazing two different swc dx units, two different snes decks and the same problem for a real old game that wasn't very popular by the time I purchased the unit since I think SSFII was already out.


does this happen with other games? Are you using an official Nintendo power supply for your SNES?


Yeah I remember it happens with Wild Guns.

I'm using the adapter that came with the SNES, it's the only one I have. I also plugged a radio shack adapter into the swc dx, but it is only 800ma and I don't know how much power this thing requires. My genesis power supply is something like 1.2 amps but I can't find it.

eastbayarb do you have a swc dx you can try the game on? I"m thinking I might have to get another power supply and try it again because that is the last thing it can be aside from the game just not being compatable with the swc dx itself.

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Tanooki



Joined: 11 Jul 2008
Posts: 73

PostPosted: Sun May 17, 2009 8:40 am    Post subject: Reply with quote

amptor wrote:
Well I just pulled out my other SNES deck and it has exactly the same problem.

So the only thing I can think of that is left is the actual power supply that the SNES has and I don't think I have an extra one of those lying around. All other games do work fine on this system though besides the other two I mentioned earlier.

It's amazing two different swc dx units, two different snes decks and the same problem for a real old game that wasn't very popular by the time I purchased the unit since I think SSFII was already out.

I have a Super Wild Card 24M and a Super Wild Card DX 32M here. They're for sale btw. Will try later today. Smile Gotta find the ROM first etc.
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amptor



Joined: 14 Nov 2003
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PostPosted: Sun May 17, 2009 8:45 am    Post subject: Reply with quote

l0c4lh0st wrote:
amptor wrote:
Well I just pulled out my other SNES deck and it has exactly the same problem.

So the only thing I can think of that is left is the actual power supply that the SNES has and I don't think I have an extra one of those lying around. All other games do work fine on this system though besides the other two I mentioned earlier.

It's amazing two different swc dx units, two different snes decks and the same problem for a real old game that wasn't very popular by the time I purchased the unit since I think SSFII was already out.

I have a Super Wild Card 24M and a Super Wild Card DX 32M here. They're for sale btw. Will try later today. Smile Gotta find the ROM first etc.


Ok thanks, let me know how it goes. This thing is freezing on me on or after the second stage now every time. I used to be able to play a few stages sometimes. It's weird.

I can't find my genesis 1 a/c adapter, I tore apart 3 rooms looking for it and it is nowhere in sight. I may have pawned it on ebay because I wasn't using it. I got it for my gdsf7 but I sold that ages ago and have plenty of power supplies that are compatable to my bung mgd3, c3, and etc.. I'm missing one other 9V power supply but I'm sure it doesn't put out over 500mah. I dont really want to go buy another power supply that's just going to sit in the drawer unused...... Can someone verify that this absolutely MUST be core negative, because I have 12V core positive power adapters ready to go right here but I'm afraid they will burn up the wildcard if I plug one in.

Ok I opened the SWC DX that I'm currently using and it has a device built in that looks similar to the one on my C3 for polarity switching.

So now I am feeding it 12 volts at 2.0 AMPS so I think it has more than plenty current feeding into this sucker now. I'm going to go try it out again. This should rule out the wildcard's power, but not the deck's power.

Ok another edit, the game froze on me twice the same as before. I was able to get to the 4th battle after I used the reset switch on the deck.

Are you guys that have this game working using a cartridge in the slot while playing? I haven't tried to do that as far as I can remember. That'll be the next thing I try, just gotta figure out which game I have that is hirom... most probably are. I could stuff a copy of SFII or SMAS in there I guess, will have to check and see if they are hirom or not.

Ok I tried this game again with Madden 95 High Speed 21 cartridge plugged in and it froze, using a fresh dump from a Pro Fighter this time. Same problem. It definitely is not the dump, the dumps I am using are clean and verified by multiple sources.

The last thing I can do is change the power supply on the SNES. If anyone tries this game on a SWC DX let me know how it goes.

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amptor



Joined: 14 Nov 2003
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PostPosted: Fri May 29, 2009 3:50 am    Post subject: Reply with quote

Ok I got the game to work. Here's what I did:

Purchased the original on ebay for $1.99 + s/h
Played the cart in my SNES without the wildcard dx, worked fine for 6 stages then I powered it down
Put the SWC DX in the cart slot with SFII Turbo cart in the SWC DX and selected the option to play the cartridge, played for about 6 rounds (apparantly I'm not that good at this game) it worked fine, so I turned the system off
Powered back on with everything the same and transferred the cart to RAM, noticing that the SWC calls it a 20M cartridge. Then I played it for about 5 or so rounds and it never froze.
Powered down again and turned the system back on, formatted some floppies to 1.6 megabytes each, copied the cartridge directly to floppy selecting manual split and split it to 4M parts for a total of 5, being that it did copy all 24 megabit from the cartridge, then powered off
Removed the cartridge from the SWC DX and then turned the system back on and loaded the game from floppy
Played the game, the system is still running right now and I'm on Sagat's stage.

I'm not sure why the roms people send me don't work with my wildcard, that's going to take some further investigation. But the game does work so that's telling me there's nothing wrong with the RAM in the SWC DX but there more than likely is a problem with the header of the roms I have tried to load. Maybe if I join them and convert to SWC format that might help. Sometimes I can't do that and I have to load it in the RAM of the SWC and then dump it to floppy to get a SWC file, but the problem is that even if I load the game into the RAM from floppy then select run program, it will freeze. So I'm thinking the header is screwing this thing up.

Well anyway I'm happy that my SWC is fully functioning. Just puzzling that a couple games behave this way and I guess I might as well get a legit copy of Wild Guns and dump that too. Right now I'm copying the files from floppy to compare them to the roms I have been having trouble with. For some reason, WinXP lets me copy from a 1.6mb drive as long as it is a real internal drive but I'm not running fdread. If I have any problems, I have a win95 box next to my TV that I'll be loading fdread on and copying them there.

Edit: this is interesting, of a clean dump from a Pro Fighter which caused real bad problems on my SWC DX with this game, the first byte of the file is the same, but the next 7 bytes are different. This game is split into 5 parts as well.

Each file is different by exactly the same bytes:

(STREET_F.1 is a clean dump from my SWC DX and SF2T.1 is a clean dump from a Pro Fighter)

Comparing files STREET_F.1 and SF2T.1
00000002: 5C 40
00000003: 00 80
00000004: 00 77
00000005: 00 83
00000008: AA 00
00000009: BB 00
0000000A: 04 00

01/01/1992 12:00 PM 524,800 SF2T.1
01/01/1992 12:00 PM 524,800 SF2T.2
01/01/1992 12:00 PM 524,800 SF2T.3
01/01/1992 12:00 PM 524,800 SF2T.4
01/01/1992 12:00 PM 524,800 SF2T.5
05/28/2009 08:41 PM 524,800 STREET_F.1
05/28/2009 08:41 PM 524,800 STREET_F.2
05/28/2009 08:41 PM 524,800 STREET_F.3
05/28/2009 08:51 PM 524,800 STREET_F.4
05/28/2009 08:51 PM 524,800 STREET_F.5
10 File(s) 5,248,000 bytes

I found this page with header information for the 2 formats and verified that the 5th image on the pro fighter does indeed have the end of set hex code, unlike what I stated earlier about the files.

http://www.romhacking.net/docs/sneskart.html#snescopiers

So the pro fighter file does not have the AA for SWC identifier in the header, so I don't really know why the SWC decided to screw up the data after loading this ROM or whatever is going on inside there. Apparantly from reading this, I can only assume that the SWC DX thought I was loading a super wildcard split file rom and did something to the data while or after it loaded causing the game to crash.

Comparing files STREET_F.5 and SF2T.5
00000002: 1C 00 <- image information byte (swc) / last image of set (fig)
00000003: 00 80 <- I'm not sure on this one, shouldn't it be 11? / HiROM (fig)
00000004: 00 77 < DRAM memory mapping Mode 20 (swc) / Not using DSP1 and no SRAM (SRAM size=0) (fig)
00000005: 00 83 <- SRAM memory mapping Mode 20 (swc) / No SRAM (SRAM size=0) (fig)
00000008: AA 00 <- SWC header identifier (set to AAh) (swc)
00000009: BB 00 <- SWC header identifier (set to BBh) (swc)
0000000A: 04 00 < SWC header identifier (set to 04h) (swc)

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madman



Joined: 07 Jul 2006
Posts: 598

PostPosted: Fri May 29, 2009 4:41 am    Post subject: Reply with quote

This is going from memory, but the image information byte should only tell the SWC to expect another file or not. I'd be very surprised if this was a header issue, those generally do not cause random lockups. Either the game runs fine or it doesn't. Have you tried loading the original ROM images you used again and see what happens?
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amptor



Joined: 14 Nov 2003
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PostPosted: Fri May 29, 2009 4:50 am    Post subject: Reply with quote

madman wrote:
This is going from memory, but the image information byte should only tell the SWC to expect another file or not. I'd be very surprised if this was a header issue, those generally do not cause random lockups. Either the game runs fine or it doesn't. Have you tried loading the original ROM images you used again and see what happens?


Nah not yet, that's what I'll do next. But there is no reason why those images will work now because they didn't work the last 20 times I tried them. I just finished the whole game with Ryu and pressed start and it went back to the title screen. This wildcard just works. I'm glad it isn't screwed up and it was just some stupid header issue.

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madman



Joined: 07 Jul 2006
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PostPosted: Fri May 29, 2009 2:17 pm    Post subject: Reply with quote

I just looked at the link you posted, you are reading it incorrectly based on your post. It says the image information byte is byte 2 and breaks the bits down accordingly.

Code:
Bit  Description
7    1 - Run program in Mode 0 (JMP $8000)
     0 - Run program in Mode 1 (JMP RESET Vector)
6    1 - Multi image (there is another split file to follow)
     0 - Not multi image (no more split files to follow)
5    1 - SRAM memory mapping Mode 21 (HiROM)
     0 - SRAM memory mapping Mode 20
4    1 - DRAM memory mapping Mode 21 (HiROM)
     0 - DRAM memory mapping Mode 20
3/2  00: 256kbit SRAM
     01: 65kbit SRAM
     10: 16kbit SRAM
     11: no SRAM
1/0  reserved

The image information byte is 1C which is 00011100 in binary. You can fill in the blanks from there.

I really doubt this is a header issue. It doesn't have to do w/the split file byte, the SWC doesn't do anything to the data if it expects another file. A copier is just RAM emulating a ROM with a little bit of header data to aid the copier.
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amptor



Joined: 14 Nov 2003
Posts: 207

PostPosted: Fri May 29, 2009 4:57 pm    Post subject: Reply with quote

madman wrote:
I just looked at the link you posted, you are reading it incorrectly based on your post. It says the image information byte is byte 2 and breaks the bits down accordingly.

Code:
Bit  Description
7    1 - Run program in Mode 0 (JMP $8000)
     0 - Run program in Mode 1 (JMP RESET Vector)
6    1 - Multi image (there is another split file to follow)
     0 - Not multi image (no more split files to follow)
5    1 - SRAM memory mapping Mode 21 (HiROM)
     0 - SRAM memory mapping Mode 20
4    1 - DRAM memory mapping Mode 21 (HiROM)
     0 - DRAM memory mapping Mode 20
3/2  00: 256kbit SRAM
     01: 65kbit SRAM
     10: 16kbit SRAM
     11: no SRAM
1/0  reserved

The image information byte is 1C which is 00011100 in binary. You can fill in the blanks from there.

I really doubt this is a header issue. It doesn't have to do w/the split file byte, the SWC doesn't do anything to the data if it expects another file. A copier is just RAM emulating a ROM with a little bit of header data to aid the copier.


Yeah I said it's image information byte for SWC, but the 00 in the file compared to means that it is the last file in the set for pro fighter. There are a couple bytes that I don't understand the meaning to there though for SWC. I wish the guy's documentation was more thorough.

I'll try it again this weekend some time, all I know is that the header is the only thing different in the rom files and that the files with the new header work and the ones that have the pro fighter header cause the game to crash. So it's kind of obvious at this point that it has something to do with the header, possibly telling the wildcard to run the game in a different mode than it is suppose to.

But see the DRAM mapping mode byte is set correctly for SWC and in the fig it is set to 77, I'm thinking that the wildcard thinks that is still the DRAM mapping mode byte even though it is suppose to detect the image as a pro fighter image and that is probably what is causing the problem. I think it might be mapping the DRAM incorrectly for this game.

I'm guessing that this game actually does have SRAM to save the high scores. I could easily check this by loading the game in the wildcard again or I could take apart the cart and see if there's a battery. So I guess there's probably only one or two bytes that are questionable. I'm thinking about changing those with a hex editor and leaving the rest of the fig split files the same and loading it back up and seeing if it causes any change. Also should see if snestool or ucon can convert this accurately into a swc image. I'm going to check out wild guns, I hope I can get that game to work properly as well. It doesn't freeze as frequently, but as I recall it went black screen the same as street fighter did. Only difference is that I don't believe it was ever necessary to split that rom since the game is so small already.

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madman



Joined: 07 Jul 2006
Posts: 598

PostPosted: Fri May 29, 2009 8:03 pm    Post subject: Reply with quote

The DRAM byte is not set to x77 in the FIG header...that is the SRAM indicator byte which is identically set on the SWC header. Again I think you are reading the page incorrectly.

Code:

Offset Function
  0    Lower 8 bits of size word
  1    Upper 8 bits of size word
  2    40h - Multi image
       00h - Last image in set (or single image)
  3    80h - if HiROM
       00h - if LoROM
  4    If using DSP1 microchip:
           FDh - If using SRAM (SRAM size>0)
           47h - If no SRAM (SRAM size=0)
       77h - If not using DSP1 and no SRAM (SRAM size=0)
  5    If using DSP1 microchip:
           82h - If using SRAM (SRAM size>0)
           83h - If no SRAM (SRAM size=0)
       83h - If not using DSP1 and no SRAM (SRAM size=0)

And you said the differences are:
Comparing files STREET_F.5 and SF2T.5
00000002: 1C 00
00000003: 00 80 FIG byte3 = Hi-Rom
00000004: 00 77 FIG byte4 = no SRAM
00000005: 00 83 FIG byte5 = no SRAM

To re-post what I posted:
Code:

Bit  Description
7    1 - Run program in Mode 0 (JMP $8000)
     0 - Run program in Mode 1 (JMP RESET Vector)
6    1 - Multi image (there is another split file to follow)
     0 - Not multi image (no more split files to follow)
5    1 - SRAM memory mapping Mode 21 (HiROM)
     0 - SRAM memory mapping Mode 20
4    1 - DRAM memory mapping Mode 21 (HiROM)
     0 - DRAM memory mapping Mode 20
3/2  00: 256kbit SRAM
     01: 65kbit SRAM
     10: 16kbit SRAM
     11: no SRAM
1/0  reserved

We have the image information byte of 1C from above, which translates to 00011100 which means no SRAM and Hi-ROM mapping. Same as the FIG.
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amptor



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PostPosted: Sat May 30, 2009 12:52 am    Post subject: Reply with quote

I just formatted a couple floppies to 1.6mb and tried it again and I have the same exact problem. Only the one with the super wildcard header works. The game froze on the split pro fighter image on the 3rd stage. I copied the image off the floppies on my pc and did a byte compare and it is the same files that I copied onto the disks. This is a weird problem. But at least now I know the solution.
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MottZilla



Joined: 08 Sep 2004
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PostPosted: Sat May 30, 2009 7:29 pm    Post subject: Reply with quote

SF2 Turbo doesn't have "SRAM" to save anything.

Also, you should only be using ROMs with a proper header for your copier anyway. While it may supposively support other formats you shouldn't rely on that to work properly. Good if you figured out a way to get the game working though.
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amptor



Joined: 14 Nov 2003
Posts: 207

PostPosted: Sun May 31, 2009 1:05 am    Post subject: Reply with quote

MottZilla wrote:
SF2 Turbo doesn't have "SRAM" to save anything.

Also, you should only be using ROMs with a proper header for your copier anyway. While it may supposively support other formats you shouldn't rely on that to work properly. Good if you figured out a way to get the game working though.


Yeah I should try to use swc headered roms from now on. I'm not sure if it is difficult to change to swc or not, but a simple hex editor can do it.

I repaired my friend's SWC DX that was having graphic corruption issues in Killer Instinct and tried loading these roms on his copier, swc dx 95. It has the same issues as mine with this game! The one with the swc header works perfect.

I think you guys who are testing this game on your wildcard, even spoonman with his SWC DX with the same bios as mine on it aren't playing the game long enough, you have to play at least 3 or 4 stages and then it will freeze. Unless you guys are using one with a swc header.

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MottZilla



Joined: 08 Sep 2004
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PostPosted: Sun May 31, 2009 8:14 pm    Post subject: Reply with quote

You should be using Ucon64 to convert all your games to SWC format. The reason people with Game Doctor SF copiers don't complain about games not working very often is that you have to convert your games to the correct format or else it won't really even try to do anything, unless it's a small LoROM game maybe.

The header is needed for proper mapping of the hardware, unlike on emulators.
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amptor



Joined: 14 Nov 2003
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PostPosted: Mon Jun 01, 2009 12:41 am    Post subject: Reply with quote

MottZilla wrote:
You should be using Ucon64 to convert all your games to SWC format. The reason people with Game Doctor SF copiers don't complain about games not working very often is that you have to convert your games to the correct format or else it won't really even try to do anything, unless it's a small LoROM game maybe.

The header is needed for proper mapping of the hardware, unlike on emulators.


Yup that is exactly true. I thought the swc dx was suppose to support multiple formats, but apparantly it doesn't work for every game. however I've only had this problem with 3 games, I can't remember the title of the 3rd one. I only remember that it was a racing game made by Tomy.

Ok apparantly part of the issue I was having all this time was that my WinXP systems write the file to the floppy disk in a manner that the wildcard does not like. When I copy the file onto a floppy on a win95 system, the game works 100% fine.

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