(NES) Mega Man 7 ROM to Cartridge (Rockman 7)
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Jeppen
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(NES) Mega Man 7 ROM to Cartridge (Rockman 7)
I found this article about a team 8-bit'ing Famicom Rockman 7
http://themechanicalmaniacs.com/articles/RM7NES.php
Now they made this a .NES rom, found here:
http://www.freeroms.com/roms/nes/rockman_7_jap.htm
My question, would it be possible to transfer this into a genuine NES cartridge using the copyNES or something like this method?
http://callanbrown.com/index.php/basic-nes-reproduction
If anyone is interested there are 8'bit PC versions here: (Fully customizable, but limited to 8 bit)
Rockman 7
http://www7.atwiki.jp/wakuwakusuru/pages/13.html
Rockman 8
http://demake.web.fc2.com/
Another article page:
http://www.screwattack.com/news/mega-ma ... s-graphics
PS. i couldn't find a .NES rom with Rockman 8
http://themechanicalmaniacs.com/articles/RM7NES.php
Now they made this a .NES rom, found here:
http://www.freeroms.com/roms/nes/rockman_7_jap.htm
My question, would it be possible to transfer this into a genuine NES cartridge using the copyNES or something like this method?
http://callanbrown.com/index.php/basic-nes-reproduction
If anyone is interested there are 8'bit PC versions here: (Fully customizable, but limited to 8 bit)
Rockman 7
http://www7.atwiki.jp/wakuwakusuru/pages/13.html
Rockman 8
http://demake.web.fc2.com/
Another article page:
http://www.screwattack.com/news/mega-ma ... s-graphics
PS. i couldn't find a .NES rom with Rockman 8
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Fudoh
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
You have to determine on which mapper the game runs. Then you have to check which retail games are possible donor carts. In general it should be possible. With romhacks like this it would be wise to try with an Everdrive first though if the game can be completed on true hardware before burning some eeproms.
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Jeppen
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
Good points! Testing it on an EverDrive seems like a very sound start.Fudoh wrote:You have to determine on which mapper the game runs. Then you have to check which retail games are possible donor carts. In general it should be possible. With romhacks like this it would be wise to try with an Everdrive first though if the game can be completed on true hardware before burning some eeproms.
I have no idea at what Hz the game is running, is the game's speed refresh rates determined by the software or the actual NES cartridge chips?
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Fudoh
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
by the hardware. If you run it on a NTSC system, it will always be 60Hz. Also it's a romhack of a japanese Rockman rom, so it's certainly supposed to run at 60Hz anyway.
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Jeppen
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
I see, so the actual software is programmed to run at 60Hz and then it's up to the hardware to deliver?
The NES console, not the NES game cartridge, does that mean that the NTSC and PAL cartridges are identical?
I'm curious to what they changed in the game code to make it 50 Hz or 60 Hz.
The NES console, not the NES game cartridge, does that mean that the NTSC and PAL cartridges are identical?
I'm curious to what they changed in the game code to make it 50 Hz or 60 Hz.
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Fudoh
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
most are identical. Only a handful of games are reprogrammed to run faster on PAL machines (to compensate for the 17% loss in speed due to the 50Hz console). None of the Capcom games were reprogrammed.
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Jeppen
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
Maybe i'm missing something here, but it sounds like i could take (to make it easy) a Capcom NTSC game, dump it and re-enter the software into a PAL cartridge and that would make it run as intended by the developers, but with a PAL speed?
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ninn
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
partly correct.
But the main drawback is, that those "chips" on that "Capcom pcb" are read only, and you can not "re-enter" data.
You would have to put other chips in, but these chips have another form - physically.
Games that use tricks like scanline-counting to make two moving planes (as in background-planes) are fucked up most of the time with PAL/NTSC scwitches. It is not all about the sound, ... some games glitch real bad.
You will have to try out.
But the main drawback is, that those "chips" on that "Capcom pcb" are read only, and you can not "re-enter" data.
You would have to put other chips in, but these chips have another form - physically.
Games that use tricks like scanline-counting to make two moving planes (as in background-planes) are fucked up most of the time with PAL/NTSC scwitches. It is not all about the sound, ... some games glitch real bad.
You will have to try out.
Last edited by ninn on Mon Jan 06, 2014 12:16 pm, edited 1 time in total.
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Ed Oscuro
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
Get an NTSC system - problem solved!
About putting NTSC game code into a PAL cartridge -
The PCB is just a board, it doesn't magically alter the game program to run better on the PAL machine. Mapper chips won't help here either. The important differences lie in the console and the display you are using. To get past the region lock would be one thing, but then there is still the timing issue (50Hz vs 60Hz), discussed here: http://nfggames.com/forum2/index.php?topic=286.0 (scroll for l_oliveira's first post and read from there)
About putting NTSC game code into a PAL cartridge -
I barely understand what you've written. The problem is not in transplanting the chips (which is what I assume Jeppen means) but in that even transplanting chips won't solve the problem - as I write above.ninn wrote:But the main drawback is, that those "chips" on that "Capcom pcb" are read only, and you can not "re-enter" data.
You would have to put other chips is, but these have another form - physically.
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Jeppen
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
Good infos! Ok so we'd need to use an eprom like Fudoh mentioned.
It seems the NTSC vs PAL console hardware differences and expectations was completely altered making it a ridiculously large project to create a "switch mod".
Oh well, this would still be possible for the NTSC market, would be cool to have megaman 7 on a NES cart
Though i probably won't get a second console just for that.
It seems the NTSC vs PAL console hardware differences and expectations was completely altered making it a ridiculously large project to create a "switch mod".
Oh well, this would still be possible for the NTSC market, would be cool to have megaman 7 on a NES cart
Though i probably won't get a second console just for that.
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kamiboy
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
Hate to burst your bubble, but there is no version of that Rockman 7 8-bit de-make that runs on the actual hardware. That famicom ROM that you linked to is an old hack of Rockman 6 with the title screen changed so it says 7 instead of 6. It has nothing to do with the faux 8-bit Rockman 7 project that you linked to. Hell, I don't even know why that hack exists.
In short, if you want to play a round of 8-bit Rockman 7 your only choice is the lowly PC, which in my case is a pretty lethal turnoff.
In short, if you want to play a round of 8-bit Rockman 7 your only choice is the lowly PC, which in my case is a pretty lethal turnoff.
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Jeppen
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Re: (NES) Mega Man 7 ROM to Cartridge (Rockman 7)
kamiboy wrote:Hate to burst your bubble, but there is no version of that Rockman 7 8-bit de-make that runs on the actual hardware. That famicom ROM that you linked to is an old hack of Rockman 6 with the title screen changed so it says 7 instead of 6. It has nothing to do with the faux 8-bit Rockman 7 project that you linked to. Hell, I don't even know why that hack exists.
In short, if you want to play a round of 8-bit Rockman 7 your only choice is the lowly PC, which in my case is a pretty lethal turnoff.
Geez... why would someone do that! Well that actually goes for both the silly title hack as well as playing an 8-bit ROM on the PC.
I'd rather be towed after a car, on my face.. against the asphalt.