Nintendo:
Nintendo Entertainment System / Famicom:
- ROM header in newer games: BCD value???
- PRG version???
- CHR version???
Famicom Disk System:
- ROM header???
- Revision???
Super Nintendo Entertainment System / Super Famicom:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- ROM version: printed on ROM chip(s); suffix to ROM serial
matches ROM header value (except if v2.0???)
- Revision: stamp at the back of the cartridge
Revision is not related to ROM version; can also increment when other hardware changes (like coprocessor)
ex. ## => initial version, ##A => Rev A, ## => Rev B, etc; ## == manufacturer code
Virtual Boy:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- Cartridge Revision???
Nintendo 64:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- Cartridge Revision???
Nintendo 64DD:
- ROM header???
- Cartridge Revision???
Game Boy:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- ROM version: printed on ROM chip(s); suffix to ROM serial
matches ROM header value (except if v2.0???)
- Revision: stamp at the back of the cartridge
Revision is not related to ROM version; can also increment when other hardware changes (like coprocessor)
ex. ## => initial version, ##A => Rev A, ## => Rev B, etc; ## == manufacturer code
Game Boy Color:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- ROM version: printed on ROM chip(s); suffix to ROM serial
matches ROM header value (except if v2.0???)
- Revision: stamp at the back of the cartridge
Revision is not related to ROM version; can also increment when other hardware changes (like coprocessor)
ex. ## => initial version, ##A => Rev A, ## => Rev B, etc; ## == manufacturer code
Game Boy Advance:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- ROM version: printed on ROM chip(s); suffix to ROM serial
matches ROM header value (except if v2.0???)
- Revision: stamp at the back of the cartridge
Revision is not related to ROM version; can also increment when other hardware changes (like coprocessor)
ex. ## => initial version, ##A => Rev A, ## => Rev B, etc; ## == manufacturer code
Nintendo DS:
- ROM header: BCD value
ex. 0x00 => v1.0, 0x01 => v1.1, 0x10 => v2.0, etc
- ROM version???
- Cartridge Revision???
----------------------------------------------------
Sega:
SG-1000:
- ???
Master System / SG-1000 Mark III:
- Header???
- Custom headers (Codemasters, etc)???
Mega Drive / Genesis:
- Header???
- Custom headers (Codemasters, etc)???
32X:
- ???
Game Gear:
- ???
----------------------------------------------------
Atari:
Atari 2600:
- ???
Atari 5200:
- ???
Atari 2800:
- ???
Atari 7800:
- ???
Atari Jaguar:
- ???
Lynx:
- ???
----------------------------------------------------
NEC:
TurboGrafx-16 / PC Engine:
- ???
SuperGrafx:
- ???
----------------------------------------------------
Bandai:
WonderSwan:
- header???
WonderSwan Color:
- header???
----------------------------------------------------
SNK:
Neo Geo Pocket:
- ???
Neo Geo Pocket Color:
- ???
----------------------------------------------------
Other:
Coleco ColecoVision:
- ???
Emerson Arcadia 2001:
- ???
Entex Adventure Vision:
- ???
Fairchild Channel F:
- ???
GamePark GP32:
- ???
GCE Vectrex:
- ???
Magnavox Odyssey2:
- ???
MSX:
- ???
MSX 2:
- ???
Nokia N-Gage:
- ???
Philips Videopac+:
- ???
RCA Studio II:
- ???
Tiger Game.Com:
- ???
Tiger Gizmondo:
- ???
VTech CreatiVision:
- ???
Watara Supervision:
- ???
Version/Revision schemes
- NGEfreak
- High Council
- Posts: 52
- Joined: 22 May 2008 14:18
Re: Version/Revision schemes
I would like to create an overview of game version and revision schemes of all relevant consoles and handhelds, so we can better implement this information in dat-o-matic and the like.
I've already added some stuff to the systems I maintain, but I don’t know much about non-Nintendo related systems. So, any help is greatly appreciated.
I've already added some stuff to the systems I maintain, but I don’t know much about non-Nintendo related systems. So, any help is greatly appreciated.
- ElBarto
- Datter
- Posts: 170
- Joined: 29 May 2008 16:20
Re: Version/Revision schemes
Already said but : For SEGA system, ALL of them, the only relevant information is the chip serial.
The serial start with MPR- for a Mask ROM and with EPR for an EPROM.
Then there is a five digits number, assigned by SEGA.
Optionaly there is a revision letter, starting with A.
For exemple Street Of Rage (World) :
MPR-14125 => Original revision
MPR-14125A => Bug fixes etc ...
Header are not relevent because they are not checked by the game console.
Non-exaustive list of game maker who didn't use MPR code on MegaDrive :
- Namco(t) (but use a unique game number too, printed on pcb and generally rom are gluechip)
- CodeMaster (use a unique serial with letter and number (based on game name) printed on each rom, I don't have different version of a game so I don't know more)
- EA (Same than CodeMaster)
For VirtualBoy, I have scans of my carts (~6/7 carts), somewhere on one of my computer, will try to find them.
The serial start with MPR- for a Mask ROM and with EPR for an EPROM.
Then there is a five digits number, assigned by SEGA.
Optionaly there is a revision letter, starting with A.
For exemple Street Of Rage (World) :
MPR-14125 => Original revision
MPR-14125A => Bug fixes etc ...
Header are not relevent because they are not checked by the game console.
Non-exaustive list of game maker who didn't use MPR code on MegaDrive :
- Namco(t) (but use a unique game number too, printed on pcb and generally rom are gluechip)
- CodeMaster (use a unique serial with letter and number (based on game name) printed on each rom, I don't have different version of a game so I don't know more)
- EA (Same than CodeMaster)
For VirtualBoy, I have scans of my carts (~6/7 carts), somewhere on one of my computer, will try to find them.
Last edited by ElBarto on 19 Jun 2008 16:22, edited 1 time in total.
-
- Posts: 38
- Joined: 25 May 2008 23:51
Re: Version/Revision schemes
For N64, you can use the info on this site.
I'm working on an N64 database, so if you want any info, let me know
Just noticed that site doesn't have the version, so you here go:
Versions:
Doctor V64 0x3E
Mr Backup Z64 0x3F
V64 format roms are byte-swapped.
I'm working on an N64 database, so if you want any info, let me know
Just noticed that site doesn't have the version, so you here go:
Versions:
Doctor V64 0x3E
Mr Backup Z64 0x3F
V64 format roms are byte-swapped.
Last edited by Devis0r on 20 Jun 2008 04:59, edited 2 times in total.
- NGEfreak
- High Council
- Posts: 52
- Joined: 22 May 2008 14:18
Re: Version/Revision schemes
I assume this value only increments if the ROM content has been changed, right? Are there any known inconsistencies?ElBarto wrote:Already said but : For SEGA system, ALL of them, the only relevant information is the chip serial.
The serial start with MPR- for a Mask ROM and with EPR for an EPROM.
Then there is a five digits number, assigned by SEGA.
Optionaly there is a revision letter, starting with A.
For exemple Street Of Rage (World) :
MPR-14125 => Original revision
MPR-14125A => Bug fixes etc ...
The same could be said to practically all systems. Still, I think that headers are relevant and should be documented.ElBarto wrote:Header are not relevent because they are not checked by the game console.
Anyway, what kind of format is used in the header? Which games have obviously incorrect values?
I guess it’s a BCD value, too?Devis0r wrote:For N64, you can use the info on this site.
I'm working on an N64 database, so if you want any info, let me know
Just noticed that site doesn't have the version, so you here go:
Versions:
Doctor V64 0x3E
Mr Backup Z64 0x3F
V64 format roms are byte-swapped.
- ElBarto
- Datter
- Posts: 170
- Joined: 29 May 2008 16:20
Re: Version/Revision schemes
There is no known inconsistencies.NGEfreak wrote:I assume this value only increments if the ROM content has been changed, right? Are there any known inconsistencies?ElBarto wrote:Already said but : For SEGA system, ALL of them, the only relevant information is the chip serial.
The serial start with MPR- for a Mask ROM and with EPR for an EPROM.
Then there is a five digits number, assigned by SEGA.
Optionaly there is a revision letter, starting with A.
For exemple Street Of Rage (World) :
MPR-14125 => Original revision
MPR-14125A => Bug fixes etc ...
Even different version of game (like Soleil) have different MPR base code.
This is really for versioning.
I wrote a document last year : http://www.megadrive.org/~elbarto/md/md ... ummies.txtNGEfreak wrote:The same could be said to practically all systems. Still, I think that headers are relevant and should be documented.ElBarto wrote:Header are not relevent because they are not checked by the game console.
Anyway, what kind of format is used in the header? Which games have obviously incorrect values?