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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon Jan 19, 2009 4:29 pm 
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Location: Canada, eh?
free2go2: sounds like the patch I did is overwritten by SC's loader or is just simply interfering with it entirely, as it works (boots without white screens) on all the cards I've tried it on - try turning off soft reset/cheats and things of that nature in SC's options. The patch pokepatch does has no hardware detect added (so it wouldn't white screen if 3in1 wasn't there, it just wouldn't detect anything in pal park just as if you had no GBA card in at all), it just changes out the GBA save chip bankswitching code from FLASH to SRAM to be compatible with the 3in1's SRAM when the time comes to read that data in.

I'm not certain one exists, but it should be possible to perform the patch as a cheat code (I know it's been done for rumble and browser on the old 3in1 versions at any rate.)


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon Jan 26, 2009 12:58 am 
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cory1492: you are right! It is SC's Real Time Save (RTS) patch screws your pokepatch V2.
By disabling RTS patch, I successfully migrated 6 Pokemons from FireRed to Pearl with the EZ 3-in-1 plus (512Mb NOR). Thanks!


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon Jan 26, 2009 1:46 pm 
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Posts: 55
Location: LIMA - PERU
A question: There works the Vibration and the expansion RAM with the version 0.58b?? Use EZ Flash V Plus + EZ 3 in 1 "Plus" (or R4 + EZ 3 in 1 Plus)

All the time mas have to wait ...??? My alone cassette serves for GBA only.

Thanks....


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Thu Apr 16, 2009 7:40 am 
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3in1+ Debug Version of 3in1 Exploader 0.58b.

http://gamewiki.jp/uploader/dsm/src/dsm0155.zip.html


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Fri Apr 17, 2009 2:09 am 
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So Rudolph has not stopped to work on his homebrew.
Nice to know. Thanks for the info. ;)

_________________
Ez Skin Forger goes open source ! >> HERE !! <<
EZVi Quickstart Guide >> HERE <<
You liked this game ? then just buy it ! ;)


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Sun Apr 19, 2009 5:10 am 
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and,
NDS backup tool 3in1+.

3in1plus only version patch.
http://gamewiki.jp/uploader/dsm/src/dsm0156.zip.html

There are NOT Rudolph's work.
One of Japanese NDS programmer's work.

Sheep.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Sun Apr 19, 2009 11:01 am 
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Can any one give me the nds backup tool 3in1+ only, thing? I'd appraiciate.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Sun Apr 19, 2009 11:35 am 
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To patch your own NDS backuptool 3in1 you need :
NDS backup tool v0.31
ips patch
IPSWin 2.0

_________________
Ez Skin Forger goes open source ! >> HERE !! <<
EZVi Quickstart Guide >> HERE <<
You liked this game ? then just buy it ! ;)


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 Post subject: ....
PostPosted: Mon Apr 20, 2009 7:55 am 
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Location: LIMA - PERU
A question.... updated 3in1+ Debug Version of 3in1 Exploader 0.58b. .... enables "rumble game" using R4 + EZ 3in1 Plus????

Thank you.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon May 18, 2009 1:04 pm 
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When I program the psram, then read it back the first halfword is always 0x1500. How does one program the psram with a program that the gba can boot? Or do you have to have a bootloader or modify the program to boot with that first halfword as always 0x1500?


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon May 18, 2009 1:30 pm 
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Location: Canada, eh?
It's 0x1500 because you are in the middle of a card specific command and likely set it to 0x1500 and are reading it back at the wrong time. See here:
Quote:
void OpenNorWrite()
{
*(vuint16 *)0x9fe0000 = 0xd200;
*(vuint16 *)0x8000000 = 0x1500;
*(vuint16 *)0x8020000 = 0xd200;
*(vuint16 *)0x8040000 = 0x1500;
*(vuint16 *)0x9C40000 = 0x1500;
*(vuint16 *)0x9fc0000 = 0x1500;
}

void CloseNorWrite()
{
*(vuint16 *)0x9fe0000 = 0xd200;
*(vuint16 *)0x8000000 = 0x1500;
*(vuint16 *)0x8020000 = 0xd200;
*(vuint16 *)0x8040000 = 0x1500;
*(vuint16 *)0x9C40000 = 0xd200;
*(vuint16 *)0x9fc0000 = 0x1500;
}
void SetRampage(u16 page)
{
*(vu16 *)0x9fe0000 = 0xd200;
*(vu16 *)0x8000000 = 0x1500;
*(vu16 *)0x8020000 = 0xd200;
*(vu16 *)0x8040000 = 0x1500;
*(vu16 *)0x9c00000 = page;
*(vu16 *)0x9fc0000 = 0x1500;
}
void SetSerialMode()
{
*(vu16 *)0x9fe0000 = 0xd200;
*(vu16 *)0x8000000 = 0x1500;
*(vu16 *)0x8020000 = 0xd200;
*(vu16 *)0x8040000 = 0x1500;
*(vu16 *)0x9A40000 = 0xe200;
*(vu16 *)0x9fc0000 = 0x1500;
}
Almost all the card specific commands use 0x8000000 as part of the enable/command preamble routine, if you partially complete it or have set the wrong mode then you are going to be reading the asic's command buffer+partial RAM or the NOR's command buffer instead of just the actual PSRAM.

The basic method found that works with 3in1 (non-plus, I imagine it can be adapted for plus but I don't have one so don't look at me - look at the updated 3in1 code and see where psram now offsets to and adjust setRomPage for it)

Code:
// credits for finding this method belong to Rudolph entirely
#define   _PSRAM 0x08060000 // note this IS NOT the same as GBA base, it's offset by 3 'pages' instead!
void WritePSRAM(u32 address,u8 *buffer,u32 size) // fake
{
    uint32 i;
    u16* addr = (u16*)(address+0x8060000);
   u16* pData = (u16*)buffer;
   for(i=0;i<size;i+=2)
   {
      addr[i>>1] = pData[i>>1];
   }
}

/*..... later in your code .....*/

    SetRompage(381); // tricking 3in1 into keeping data in psram after CloseNorWrite() by offsetting the first page we are going to use
    OpenNorWrite();
    /* write data to psram here */
    readWriteLoop() // pseudo-loop to read to psram
    {
        read = fread(buf, 1, LEN, gbaFile);
        WriteNorFlash(address, buf, LEN);
    }
    /* now that data has been written finish the 'trick'... */
    CloseNorWrite();
    SetRompage(384); // putting psram to GBA base address instead of offset like before
    bootGBA(); // it's now possible to boot the gba from 16M PSRAM at this point, closing write also sets psram as unwriteable
// ****this is also the point where you'd want to read it back from GBA base address to see that it programmed properly!

Note the all important multi-starred comment right at the end there ;)


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Mon May 18, 2009 9:05 pm 
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Posts: 2
I think that has got it! Thanks.

I was this " close to figuring it out on my own. I had tried going back one block then back two blocks and decided going backwards wasnt the solution, I assumed it was the read and not the write that was the problem. Hadnt noticed how many 0x1500's were in the ez flash code, might have seen that 0x08000000, 0x08020000, and 0x08040000 were in those routines but 0x08060000 is not, kind of obvious now but wasnt last night.

Thanks again.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Wed Jun 10, 2009 10:59 am 
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Posts: 5
funny-sheep wrote:
3in1+ Debug Version of 3in1 Exploader 0.58b.

http://gamewiki.jp/uploader/dsm/src/dsm0155.zip.html


It works exactly like before applying the patch, RAM expansion doesn't work.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Fri Jun 12, 2009 12:53 am 
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Joined: Wed Jun 10, 2009 1:08 am
Posts: 5
For RAM expansion, I started a new topic here http://ezflash.sosuke.com/viewtopic.php?f=16&t=14816, I think it is interesting.


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 Post subject: Re: 3in1 source code update with 512Mb version support.
PostPosted: Sun Apr 11, 2010 7:00 am 
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Joined: Sun Apr 11, 2010 3:15 am
Posts: 1
Hi,

I have a problem with my code. I have flashed a 3in1 plus but i read allways 0x0080.

here is my code

Code:
// write NOR
OpenNorWrite();
SetSerialMode();
Block_Erase(0x0);
WriteNorFlash(address,(u8*)PageBuffer,0x8000);
CloseNorWrite();
for(u32 address = 0; address<0x08; address++)
{
   printf(" 0x%04X", *(vu16*)(0x08000000+address));
}

The output is " 0x0080 0x0080 0x0080 0x0080 0x0080 0x0080 0x0080 0x0080"

The 3in1 plus is not my own card. Therefore can i not make easy tests. I have a 3in1 New (v2). With this card works my code correctly.

It is necessary for each page make
Code:
*((vuint16 *)(FlashBase+address)) = 0x50 ;
*((vuint16 *)(FlashBase+address+0x1000*2)) = 0x50 ;
*((vuint16 *)(FlashBase+address)) = 0xFF ;
*((vuint16 *)(FlashBase+address+0x1000*2)) = 0xFF ;

to mapped it to the range from 0x08000000 to 0x09ffffff ????

ardi


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