A Satellaview research blog.

Does anyone else want to help sort through these ASCII Data Packs?

So, a couple days ago I, after a few technical issues, managed to up a few videos to Youtube. To be specific, videos of myself combing through various pieces of “RPG Tsukuru 2 Data”.

and

Are the ones I’ve tried so far. They’re from the ROM batch available in this blog post.

I hope to, eventually, be able to comb through and properly check the nature of each and every Data Pack data. Unfortunately a few things are in the way of that.

1) There may or may not be RPG Tsukuru 2 Data Pack data that may have been dumped that I’m not familiar with, especially if they were dumped prior to 2008.
2) Many of the dumps (Especially the ones Callis split) appear to still not work.
3) In retrospect, I did a… kinda not-so-good (to put it mildly) job at getting the Data Packs organized. This is mostly because I wasn’t really as interested in this content as having actual Satellaview data, but factors such as finding Ryouba de Yuku data lend a bit of ambiguity to this, and it’s theoretically possible I neglected a possibly good piece of data, which is why I’ve gone back to run this check.

Therefore, I’d like to ask for help on this. Mostly with making sure I have all the ROMs, and maybe with making sure I’m getting stuff emulated right. If anyone wants to assist with that feel free to comment on this article.

What might also be helpful is getting these to load in an emulator that makes for easier recording, but from what I heard LuigiBlood’s working on implementing his bsnes-sx improvements on a fork of SNES9X, and this would probably do the job well.

I hope to do this one game at a time for the data packs for all the ASCII games.


7 thoughts on Does anyone else want to help sort through these ASCII Data Packs?

  1. Yes, I’m talking mainly about SRAM saves here but the logic behind my thinking is that if an emulator can’t recognize the SRAM save created with a console, it would be no surprise if those 8M packs with Ongaku data we have aren’t working either.
    Using sd2snes, I tried to quickly load up one data pack in the game as a SRAM (only had 32K of Ongaku data as it would nicely fit, rest of the pack was filled with 0xFF) but to my disappointment the game didn’t recognize it either. That would have been too easy anyway.
    The next step is to figure out how the SRAM checksum (located at 0x20-22) is calculated!

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