More Sega Channel prototypes dumped. Even earlier ones.
#46
Posted 15 February 2012 - 01:30 AM
#47
Posted 15 February 2012 - 09:53 AM
Do we have scans of the packaging and manual?
#48
Posted 15 February 2012 - 11:15 AM
Trunks, on 15 February 2012 - 01:30 AM, said:
Is there anything in the 8M Memory Pack? Recently Seru-kun told me of a way to check even for a Soundlink game that involves going into the "delete" menu in RPG Tsukuru 2 (this sounds highly risky, though....)
Does the SRAM appear to have anything in the save data like items?
These are the two things I tend to look for for dumping purposes.
EDIT: Also, to give some ideas of what in particular to look for, here's my ever-gorwing undumped list;
http://forums.no-int....php?f=8&t=1491
Note that it's -far- from complete and I've repeatedly ran across Satellaview data with absolutely no prior internet documentation.
There's also been Satellaview games which have been restored from "Corrupt" memory pack data, such as this;
http://superfamicom....view-rom-story/
As for scans of the boxes and manual, there's been a few pictures but nothing too high quality IIRC.
(And in terms of how I operate in relation to the Satellaview, I tend to be a mixture of the spokesperson and the general researcher. I honestly think I'm a lot less important now than I was - Seru-kun's been doing fascinating things with BS-X Project, Callis and the snesfreaks community supplied great ROM dumps, and MadHatter's been great at obtaining Japanese magazines, even including the infamous BS Zelda Magazine ad. Somehow, though, I'm still considered important, because they all tend to approach me with the Satellaview stuff. Or I approach them with Satellaview stuff. Heheh.)
#49
Posted 15 February 2012 - 11:34 PM
Sega Channel JP hardware
Satellaview article pg 1 (with weird hardware)
Satellaview article pg 2
#50
Posted 16 February 2012 - 01:09 AM
The Satellaview article seems like a good read, although it seems like it's filled with hyperbole and wishful thinking (I don't think Donkey Kong Country can fit in the 8M Pack specifications) and bizarre romanization (Sento Giga?). I wonder why they posted those screens of what look like a prototype, when the next page has more traditional Satellaview mock-up art?
It seems like the Sega Channel was pretty well finalized in Japan before it came out here. I wonder if there's any Japanese test carts?
#51
Posted 18 February 2012 - 02:18 AM
Then I saw this wonderful infomercial that I've never seen before.
#52
Posted 18 February 2012 - 05:44 PM
#53
Posted 23 February 2012 - 03:14 AM


I Finally fixed this, with the background and more
If you have the ROM already (I used "Sega Channel (JUE).bin"), do this fix with a hex editor:
Go to: 06612
replace 10BA10C4 with: 0DBA0DBA
And go to: 0D608
replace 12C6000045B8 with: 0D620D620D62
...Or download the fixed ROM here. ("SegaChannel_Fixed.zip")
NOTE: This is a dirty fix, it actually throws the error but I disabled it =P, again: this ROM doesn't work in Kega, use Regen or Gens
#56
Posted 23 February 2012 - 02:05 PM
Also, how do these run on a hardware setup?
Yeah, I know it'd be a bit silly just to basically simulate a menu, but I'd still like to see it happen.
#57
Posted 23 February 2012 - 02:20 PM
Kiddo Cabbusses, on 23 February 2012 - 02:05 PM, said:
I don't think it's outside the realms of possibility to see a "remade" Sega Channel service one day. I.e. one that connects to the internet and downloads stuff. At least one of the versions dumped has a menu, it just doesn't do anything.
Retro Channel at least proves you can get Mega Drive ROMs to interface with the net after some heavy duty hacking. It's bound to lead to a "new" Sega Channel someday, even if we end up waiting decades for it.
#58
Posted 23 February 2012 - 06:04 PM
Kiddo Cabbusses, on 23 February 2012 - 02:05 PM, said:
I have tried hacking it before, but I didn't reach far, I didn't even find code for handling the cable hardware. It's so convulted it's nearly impossible to disassemble, it's almost entirely made out of function pointers, which render IDA nearly useless since about every jump or so it has to stop as it can't tell where to go next. It's a mess.
The only thing I found is code for reading port 2 in serial mode... (and in the demos the code is there but it uses port 3 instead, huh?) It could have been potentially used to enable some sort of service mode, but then again, I couldn't find any code that made use of it (if it's there, it was probably still not disassembled, I really couldn't get even remotely far from the beginning, I didn't even make it to the start-up screen).
#59
Posted 23 February 2012 - 08:04 PM
#60
Posted 23 February 2012 - 08:38 PM
Andlabs, on 23 February 2012 - 08:04 PM, said:
Yeah, but the SNES community was doing complete RPG translations while the Sonic community was still discussing whether Dust Hill Zone is fake or not.

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