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=NES/GB/GBC VC=
 
=NES/GB/GBC VC=
An emulator application + VC ROM in the NCCH [[RomFS]] (among other things in the RomFS). The emulator build includes support for all these three platforms, not specific to just the included ROM platform.
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An emulator application + VC ROM in the NCCH [[RomFS]] (among other things in the RomFS).
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The original emulator builds include support for all these three platforms, not specific to just the included ROM platform. However, releases intended for NES games have a red menu, optional switching between the two controllers, a different X button mapping (B instead of menu), optional [[Download Play]] support, and [http://s27.postimg.org/60v4yuw8z/IMG_20140921_001103.jpg a never used multi-rom support]; while Game Boy versions have a green theme and optional 3D border.
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Early builds (of Ambassador NES games at least) did not support savestates.
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The emulator officially used for Pokemon games removes savestate support in favor of a Link Cable "implementation" involving hooking the games' network functions according to the patch files. ([https://gbatemp.net/attachments/vc-wireless-link-patch-documentation-txt.72966/ Partial documentation of the patch format])
    
This emulator includes GBA support, however the GBA emulation for this this is somewhat slow. This was presumably implemented before AGB_FIRM was.
 
This emulator includes GBA support, however the GBA emulation for this this is somewhat slow. This was presumably implemented before AGB_FIRM was.
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| 0x3D
 
| 0x3D
 
| 0x2
 
| 0x2
| Game preset ID? (varies for each game). Incremental, started with 0x10XX values in old releases, newest ones have 0x11XX (with XX being back to low values).
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| Preset ID (varies for each game). A full list of know Preset IDs (shared by WiiU/SNESC/Switch SNES emulators) can be found [https://docs.google.com/spreadsheets/d/1PbIPVA4NpFEXs1zk249aR3FSuBTY3r-ajpTq3dP3GnQ here]
 
|-
 
|-
 
| 0x3F
 
| 0x3F
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The 0x60 header is followed by the SNES ROM, often altered to replace audio samples with pointers to external PCM audio files converted from the game, presumably to speed up emulation (these pointers can be found by looking for "PCMF" in the ROM, as seen on [https://github.com/Plombo/vcromclaim/blob/master/snesrestore.py Wii VC]).
 
The 0x60 header is followed by the SNES ROM, often altered to replace audio samples with pointers to external PCM audio files converted from the game, presumably to speed up emulation (these pointers can be found by looking for "PCMF" in the ROM, as seen on [https://github.com/Plombo/vcromclaim/blob/master/snesrestore.py Wii VC]).
The ROM is then optionally followed by the PCM audio files, by the SDD-1 decompressed graphics data (presumably the emulator doesn't properly emulate the chip because of hardware constraints) and by a footer which appears to be an index for the PCM audio data.
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The ROM is then optionally followed by the PCM audio files, by the SDD-1 decompressed graphics data (the emulator doesn't properly emulate the chip, presumably because of hardware constraints) and by a footer which appears to be an index for the PCM audio data.
There are no setting fields for specific cart features, and it appears that the emulator has "game presets" stored in its own code, which determine the cart expansion chip and probably more game-specific settings. Each official VC release has a different preset ID in the header.
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There are no separate setting fields for individual cart features, and it appears that the emulator has "game presets" stored in its own code, which determine the game-specific settings (such as the expansion chip, and presumably the presence of SRAM), selectable via the preset ID in the header. Each official VC release has [https://docs.google.com/spreadsheets/d/1PbIPVA4NpFEXs1zk249aR3FSuBTY3r-ajpTq3dP3GnQ/edit#gid=490971147 a different preset ID]. The supported SNES expansion chips are: DSP1, C4 and DSP2. 
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A similar structure can be found on the Wii U, SNES Classic and Switch Mini emulator [https://gist.github.com/anpage/c1085055db0242ea3c7558dab56712a5]
    
==Savedata==
 
==Savedata==
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===Footer===
 
===Footer===
All values in the GBA VC footer are little-endian.
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All values in the GBA VC footer and related structures are little-endian.
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{| class="wikitable" border="1"
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|-
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!  START
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!  SIZE
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!  DESCRIPTION
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|-
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| 0x00
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| 0x4
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| Magic '.CAA'
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|-
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| 0x04
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| 0x4
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| Must be 1
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|-
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| 0x08
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| 0x4
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| Offset to array of config descriptors
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|-
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| 0x0C
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| 0x4
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| Number of config descriptors << 4
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|}
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====Config descriptor====
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{| class="wikitable" border="1"
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|-
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!  START
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!  SIZE
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!  DESCRIPTION
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|-
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| 0x0
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| 0x4
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| If 1, then this config descriptor is used. If 0, and the following value is not 0, then the GBA VC load fails outright (causes result 0xC900464F). Otherwise, this config descriptor is skipped.
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|-
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| 0x4
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| 0x4
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| Offset to config
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|-
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| 0x8
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| 0x4
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| Size of config (unused by the function that parses this, which hardcodes the config size (0x324) to memcpy)
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|-
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| 0xC
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| 0x4
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| Padding
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|}
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====Config====
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{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
|-
 
|-
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| 0x008
 
| 0x008
 
| 0x4
 
| 0x4
| Save type (see below)
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| Save type (see below for supported values and [[ARM7_Registers#ARM7_SAVE_MODE|here]] for details)
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|-
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| 0x00E
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| 0x2
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| Sleep mode button combo (utilizes the same bit masks as the [[HID_Registers#HID_PAD|HID_PAD register]], with flipped bits).<br/>If the GBA title supports a button-combo based sleep mode and it's set here, Agbbg spoofs this combo when closing the 3DS' lid to enter proper sleep mode.
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|-
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| 0x010
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| 0x10
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| Flash and EEPROM configuration (see the target registers [[ARM7_Registers|here]])
 
|-
 
|-
 
| 0x020
 
| 0x020
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| 0x300
 
| 0x300
 
| Video LUT (black to full, rgbrgbrgb...)?,<br/>three different types of this data have been observed.
 
| Video LUT (black to full, rgbrgbrgb...)?,<br/>three different types of this data have been observed.
|-
  −
| 0x338
  −
| 0x4
  −
| GBA ROM Filesize
  −
|-
  −
| 0x344
  −
| 0x4
  −
| GBA ROM Filesize
  −
|-
  −
| 0x350
  −
| 0x4
  −
| Magic '.CAA'
  −
|-
  −
| 0x35A
  −
| 0x2
  −
| High two bytes of GBA ROM file size
   
|}
 
|}
    
Save types:
 
Save types:
* 0x0: EEPROM 8k
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* 0x0: EEPROM 8k for < 256 Mbit titles
* 0x1: EEPROM 8k (?)
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* 0x1: EEPROM 8k for 256 Mbit titles
* 0x2: EEPROM 64k
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* 0x2: EEPROM 64k for < 256 Mbit titles
* 0x3: EEPROM 64k (?)
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* 0x3: EEPROM 64k for 256 Mbit titles
 
* 0x4: Flash 512k (Atmel, ID: 0x3D1F) + RTC
 
* 0x4: Flash 512k (Atmel, ID: 0x3D1F) + RTC
 
* 0x5: Flash 512k (Atmel, ID: 0x3D1F)
 
* 0x5: Flash 512k (Atmel, ID: 0x3D1F)
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===NAND Savegame on SD===
 
===NAND Savegame on SD===
A NAND savegame copied to the SD by process9 is identical to its counterpart on the NAND partition, save for the CMAC. For SD copies on retail units, the CMAC is recalculated as the AES-CMAC of the (SHA256 hash of ("CTR-SIGN" + Title ID (big endian) + SHA256 hash of ("CTR-SAV0" + SHA256 hash of (0x30..0x200 + the entire save itself)))), using keyslot 0x30 set up with the keyY from movable.sed. For SD copies on devkit units, the CMAC is recalculated using the SHA256 hash of 0x30..0x200 + the entire save itself, using a different key from process9 .rodata.
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A NAND savegame copied to the SD by process9 is identical to its counterpart on the NAND partition, save for the CMAC. For SD copies on retail units, the CMAC is recalculated as the AES-CMAC of the (SHA256 hash of ("CTR-SIGN" + AGB TitleID (little endian) + SHA256 hash of ("CTR-SAV0" + SHA256 hash of (0x30..0x200 + the entire save itself)))), using keyslot 0x30 set up with the keyY from movable.sed. For SD copies on devkit units, the CMAC is recalculated using the SHA256 hash of 0x30..0x200 + the entire save itself, using a different key from process9 .rodata.
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