Hi I'm one of the two in Barver's' quote, the other being Sik =P
Basically, three things are missing from the Retrode dump the two of us worked on:
- the level layouts
- the level art
- the Z80 code (GEMS)
32KB(?) blocks of 0s/$FFs (alternating, with a few differeing bytes in random places) remain in the spaces I think are left over. The final ROM is 512KB, and the Retrode produced a copy of the ROM from the 512KB-1MB point, and then filled the rest of the 4MB with $FF.
Once found, the level layouts and art are loaded into VRAM and accessed from there.
How configurable is Retrode's dumping parameters? If that won't work, there's also this, from LocalH:
- Quote:
-
Might I suggest aping Chris Covell's NES dumping method, writing a ROM that would load some basic tiles into VRAM for on-screen display, loading the actual dumping code into RAM, spinning on a pad-polling loop in RAM, cart-swapping, then press Start (or whatever) and have the RAM code dump the ROM using what information is known about the mapping hardware, either sending it through the SCD transfer cable or sending it through the audio output via
KCS (both slow methods but reliable).
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