Cartridge Save File Preservation - Backup, Transfer & Restore Your Save Games / MY LIFE IN GAMING

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Haven't even watched it yet, but it's reminding me that I should probably take all of my living dex pokemon into SuMo and back them up (via homebrew.)

👍︎︎ 10 👤︎︎ u/awkwardbirb 📅︎︎ Jun 18 2019 🗫︎ replies

Love these guys so much for all they do. They alluded to a second part to this series. I'm hoping there is a way to save and preserve my PS1/PS2 memory card data. I've poured more time into those consoles than any other.

👍︎︎ 10 👤︎︎ u/Real_Riskers 📅︎︎ Jun 18 2019 🗫︎ replies

I have a Retrode 2; I can speak firsthand for how convenient it is to use (for what it supports, anyways...). I didn't know that there was an add-on to allow the dumping of ROMs for certain games like Super Mario RPG; I'll need to look into that :) (even if I can't back up those games' saves still...)

👍︎︎ 2 👤︎︎ u/X-pert74 📅︎︎ Jun 19 2019 🗫︎ replies
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[ TRY ] The loss of a save file. It’s something that sadly, probably all of us can relate to. A save represents not only possibly hundreds of hours of work you’ve put toward completing a game… but also your history and memories. In a way, it's perhaps the most personal aspect of a game. For some of us, our earliest games with save functionality might already be over 3 decades old, and many saves may already be lost due failing technology or cartridges having been sold or traded away. Lately we’ve been thinking a lot about not only how we can preserve our save files, but also what we can do with those saves that goes beyond what you might expect to be possible. What if you could move a save from PC emulators, flash cartridges, or even Virtual Console to a real cartridge, or vice-versa? Wouldn’t it be fun to share your childhood RPG saves with your friends, or to be able to change a Pokemon cartridge battery without losing your team? Well, we’ve figured out a few solutions to all of these ideas, and more. [ MUSIC: “Principle” by Matt McCheskey ] [ COURY ] When I was a kid, my friends and I had an amazing experience playing through the first Phantasy Star on the Sega Master System. It was the first game I have ever played where you could save your progress to the cart, turn the system off, and come back to later. In the years since, I’ve played innumerable games that utilized save files in various ways. I rarely, if ever, deleted or overwrote an important save, but I wasn’t aware of the long term ramifications until I returned to that original Phantasy Star cartridge to find those save slots wiped away. Back in those days, seeing the words “battery backed save” on the box was a big selling point. These cartridges have a small coin-shaped battery inside that makes it possible for data to be retained when the game is no longer powered on. For the longest time, I believed that the save files were held on the battery itself, which might sound a bit silly in retrospect. Rather, the saves are stored on a volatile RAM chip on the cartridge PCB called SRAM or Static RAM. The battery’s role is to provide a constant 3 volts to this memory chip, so that it doesn’t lose information. Some people believe that the batteries recharge when the game is running, but this is simply not true. While these batteries often do last for decades, the truth is that they will eventually run low on juice… and the information within the RAM will be forgotten. In this episode, we will be looking at the various tools and techniques that you can use to backup, transfer, and preserve your gaming history from cartridge-based game platforms. So first, let’s look at the process of replacing dead batteries - in some ways it may be easier than you expect. Most cartridges can only be opened with a screwdriver head that can be easily purchased online - often called a “game bit.” If you have a multimeter, you can check if the battery is still putting out the required 3 volts. If it's under that, your save files may already be gone, and you should replace the battery before attempting to start a new game. Replacing a game cartridge battery is a bit more involved than simply popping out the battery and sliding a new one in, because it’s actually soldered to the PCB. Nonetheless, replacing batteries is a relatively simple procedure - a great project for beginners at soldering, such as myself. Keep in mind that this is novice technique on display here, but hopefully it demonstrates that this really is something that anyone can do. For more information on soldering techniques, tools and recommendations we highly suggest checking out Voultar’s YouTube channel. CR2032 batteries are used in NES, Master System, Super NES, Genesis, and N64 cartridges. N64 memory cards - officially called “Controller Paks” - also use CR2032 batteries, and are required by many third party games for saving. However, not all Genesis or N64 cartridges with save features require batteries, but more on that in a bit. 2032 is an abbreviation that indicates a 20 millimeter diameter and a 3.2 millimeter height. Thus, the cartridges for portable games, like for Game Boy and Game Boy Color, generally use a smaller CR1616, but some might use a CR2025, such as most Pokemon games. Most Game Boy Advance games do not use batteries for saves, but for the few that do, a CR1616 is also used. While the third generation Pokemon games may need a battery replaced for keeping track of the time of day, replacing this battery will not wipe your save. Now, don’t just buy any battery you find online - specifically you’ll want to get ones with solder tabs. Keep in mind the different types of tabs needed between console and portable carts - console batteries are meant to go through holes on the PCB, while portable battery tabs solder directly onto the top surface. Also, you’ll probably want to avoid getting no-name brands if possible - we’ve heard that they tend to die prematurely. Console5.com sells some higher quality batteries, which is what I’ve been buying for my own carts. In the case of Game Boy games that use CR2025, Console5 also sells CR2032 batteries with the appropriate tabs for installing inside Game Boy cartridges - as long as it will fit inside your particular cartridge, these are perfectly fine to use instead of CR2025, and in fact should ensure a longer battery life. This can be particularly helpful for the second generation Pokemon titles, which seem to drain batteries faster due to their internal clock. Alternatively, you could choose to install a battery holder instead of a tabbed battery so you can easily swap normal coin cell batteries in the future while only soldering once, but these don’t always fit in the shell perfectly… and you know, what if you dropped the cart and the battery popped out? An untimely end for some innocent save files, right? I went with a typical soldering battery because hey, I’ll most likely be well into my 60s by the time these might fail. When you’re ready to start the process of actually replacing the battery, begin by heating up the solder around the battery tabs on the back of the PCB. Some may be bent, so you’ll want to straighten them out with a pair of tweezers. If there is a ton of solder around the tabs, suck it up using a typical solder vacuum tool. Sometimes you may need to improvise to work the battery out - this can especially be the case with NES carts. Using tweezers helps a lot because the batteries become hot to the touch real fast. Now that you’ve got the battery out, two holes are visible. The wider hole is for the positive leg, which extends from the top of the 2032 battery. The leg extending from the bottom is the negative, which goes in the other, smaller, hole. Once each side is in the hole, you can bend the legs hold the battery in place or use some heat resistant tape. Apply some flux to the silver area around each leg, put some solder onto the tip of your iron and touch that to the area around each leg. The flux helps to attract the solder to the metal and is extremely useful in every aspect of doing this kind of work. With games that require flat soldering tabs, the batteries are usually installed upside down, so look for the positive and negative descriptors on the PCB itself or simply remember the orientation of the battery you’ve just removed. If the soldering area looks like scorched earth, take a toothbrush drenched in 99% isopropyl alcohol and clean it up. Guess, what? You’re done! Be confident in yourself, and take your time... be conscious not to let the battery get to hot or be too rough when removing it. It is filled with lithium, after all, and it wouldn’t be very fun to accidentally puncture the battery. As you get more comfortable with this, installing a battery should only take a couple of minutes tops. Seriously, if I can do this, you got this. [ Music: NHL ‘94 Sega CD ] While there are some workarounds to keep power flowing to the cart while you swap batteries, in most cases you’ll lose your save the moment you remove the old battery from the board. I say “most” cases because some carts have capacitors on the PCB that help retain power flow to the SRAM for a short amount of time after the battery is removed, possibly giving you enough time to replace the battery without losing your save. Unfortunately, there doesn’t seem to be a definitive list of games that have these capacitors that I can find, and even then, you have no idea how long the “grace period” is, so it's best not to count on data retention in the first place. When it comes to Japanese Famicom or Mega Drive cartridges, this process can unfortunately end up being a bit destructive. Famicom cartridges don’t use screws and opening them runs a high risk of busting the cartridge shell. Mega Drive cartridges hide their screws behind the rear cartridge label, although some people may not mind damaging it. And last but not least, make sure you dispose of the old batteries properly. See if you can find a local battery recycling program or facility - don’t just throw them in the trash. Whether you choose to replace batteries on your own, or get an experienced friend to handle it is up to you. But of course, if your cartridge still has good saves, you might be reluctant to swap the battery and lose it - but if you do nothing, all of these old batteries are at risk of dying at some point in the future. So let’s investigate what you can do to preserve your saves before it’s too late. [ TRY ] A number of hardware and software tools have popped up over the years that help back up saves for safekeeping… and in some cases even restore them to their original home on the cartridge itself. But before we get into that, we should look at the various types of save technologies that different cartridges may use, and why that matters for backup. Often you’ll find that certain devices may create a .SAV. This tends to be a generic catch-all extension - in other words, you may not know what kind of file it really is. It might be recognized by emulators, but oftentimes a .SAV may be custom tailored to a specific use and you may need to tweak it before using it elsewhere. So for some of the more nitty-gritty applications, it’s best to be aware of and use the proper extensions for each type of save. Coury has already gone over the extremely common battery-backed save, which stores data on SRAM. This technology is most commonly seen in Game Boy and Super Nintendo cartridges. While save features are comparatively uncommon with NES and Sega Master System games, battery-backed SRAM is also the hardware used on those platforms. Sega Genesis, Nintendo 64, and Game Boy Advance games on the other hand, use a mixture of save technologies. Most Sega Genesis games that support saving do use batteries - including the Phantasy Star and Shining Force series. Only a small number of N64 games use batteries, but a few notable titles are on that list, including 1080 Snowboarding, F-Zero X, Harvest Moon 64, Ocarina of Time, and Super Smash Bros. The situation is similar on GBA, with the limited number of battery games including some games in the Castlevania, Kirby, Mega Man, and Metroid series, among others. You can find save files for battery-backed SRAM games online, generally using a .srm or .sra file extension. Another common method for cartridge saves are EEPROM - you probably don’t need to ever worry about these files being lost within our lifetimes. This was used in a number of Game Boy Advance carts... most of the heavy-hitter N64 games, including Super Mario 64 and GoldenEye… and believe it or not, a small amount of Genesis cartridges use EEPROM in spite of SRAM batteries being the predominant technology of its time. This mostly applies to sports games, but notable exceptions include Wonder Boy in Monster World and the European version of Mega Man: The Wily Wars. Files for EEPROM-based save games are usually accompanied with a .eep file extension. Most Game Boy Advance cartridges and a small number of N64 games use more expensive Flash RAM to store their saves. The most notable N64 titles to use Flash RAM include Majora’s Mask, Paper Mario, and the N64 Pokemon games. You’ll normally see these with a .fla file extension. And lastly, some Game Boy Advance carts use another type of non-volatile memory called FeRAM - which is different than Flash RAM. Sonic 3 on the Genesis also uses this method for storing save games. Despite being different technology, this hardware is generally seen as .SRM on the cartridge, and in our experience is generally treated in a similar fashion when dumping. Whether they’re dumped directly from an authentic cartridge... created on an EverDrive... extracted from Virtual Console save files... or generated using a PC Emulator like in RetroArch, these are the types of save files that you will generally be using across various platforms. So, equipped with that knowledge, you have the power to ferry those saves between cartridges, flash carts, and emulators with relative ease if you know what to look for. And just so there’s no confusion: we’re talking only about the saves supported natively by the games themselves. Not save states. So just don’t forget that if you’re playing say, Dragon Quest and are habitually using save states, you need to visit a church and properly save your game to update a real save file. And needless to say, it’s always a good idea to always keep a backup of your save exactly as it originally was just in case. To get us started, let’s examine some examples of how you might move a save from an emulator environment onto a flash cartridge for use on original hardware. One of the most exciting revelations for us was that is possible extract save files from Wii Virtual Console games. Both of us played through many games for the first time on Virtual Console, but now we want to enjoy our save games on original hardware. If your Virtual Console game is on an SD card, take the SD card out of your Wii and load it up on your computer. Navigate into the “private” folder, until you reach the “title” directory. There you’ll see a number of folders that consist of 4 character alphanumeric combinations, each attributed to either a Virtual Console, WiiWare or Disc title that has been played or installed on the console. To find out which is which, I suggest using the Games Database at GameTDB.com to look up what each game’s code is. Once you find the VC game you’re looking for, step inside the folder and you’ll see two files per game - Content.bin, which is the game itself, and Data.bin which contains the save data… as long as you have played the game before and created save data. Using a PC homebrew program called FE100, you can extract the contents of Data.bin to a folder - including the save files, which is called savedata.bin. In many cases, all you need to do from here is edit the filename and extension to meet the requirements of your destination system. For example, the SD2SNES flash cartridge uses .srm files. So, to put a Virtual Console save onto the SD2SNES, simply change savedata.bin to have the same name as the ROM file it is associated with, and edit the .bin extension to be .srm instead. Drop that file into the appropriate folder on the SD2SNES and... voila! Your SNES Virtual Console save, now playable on original hardware! Of course, the Virtual Console is now defunct, but hacked NES and Super NES Classic Edition consoles are now very popular emulation boxes, and unsurprisingly, it seems that there are tools available to export and extract save data from those as well. While we haven’t tested this functionality for ourselves, it does seem that it should be possible to move your saves to flash carts or other emulators in a similar manner. Although you’ll mostly be using the extensions mentioned earlier, be mindful if it needs it to be something different for certain devices. For instance, certain EverDrives require the save file to have the identical file name AND extension as the game ROM, in the appropriate save folder. Because we can’t go over every possibility, there are times where you may need to be prepared to do a bit of detective work to get your transplanted save file to work. For these situations, you’ll want to familiarize yourself with hex code editing, which you can do with free software like HxD. Hex is just a way to view data in a way that is easier to spot patterns than raw binary data. For example, we’ve found that NES Virtual Console saves can add a 4-line “header” to the file - several lines of code which cause the save to not work correctly on real NES hardware. Delete those 4 lines, save the save, and you should be good to use that save on another device. Fixing hex code anomalies like this doesn’t have to be that hard, actually, and it’s often easy to learn what to look for We haven’t run into this situation with other Virtual Console platforms, but just be aware that these situations may arise. Similarly, the Mega EverDrive for Sega Genesis adds padding to the end of save files that makes every save a uniform 64 kilobytes. This padding is easy to spot, being represented by lines of Fs at the end of the code. I looked in-depth at the Super UFO Pro 8 for Super Nintendo in an earlier episode, which does something similar, padding out save files to 512 Kilobytes. Simply deleting the extraneous lines will bring the file down to its natural size - but be aware that some devices may REQUIRE the bloated lines. So for example if you downloaded or created an emulator save and want to use it on a Super UFO Pro 8, you will need to manually pad out the file to 512 Kilobytes, or use Artemio Urbina’s UFO Manager utility. But the Mega EverDrive on the other hand, pads out the files automatically. So the process is simply going to vary a bit depending on the hardware in use, but as long as you’re willing to handle just a bit of troubleshooting, almost anything should be possible. If you’re using a PC emulator, in most cases they’ll generate an unmodified save file that matches what an original cartridge itself would create. You might even be able to find save files online that were created in emulators and use them on a flash cart with real hardware! Of course, some emulators may do this differently - so you might need to do some additional research. So… about those original cartridge saves… if you were so inclined, how would you go about accessing them? Well, options vary from platform to platform, and some methods are more reliable and streamlined than others. As we explore these options, we very much recommend testing with non-sentimental save files first since you won’t know exactly how things will go until you figure out the process. The Hyperkin RetroN 5, in spite of its flaws, is one of the better-known and most commonly accessible devices that is capable of dumping save games from the original cartridges, and subsequently restoring saves created on the system back to the cartridge, for supported cartridge types. However we’ve heard many stories of how people have lost their precious save files by attempting backups on the RetroN 5, so while it is an option in a pinch, the failure rate has us feeling skittish. The RetroN 5 does not automatically return a save to the cartridge, but this is possible through the system menu. While the RetroN 5 does create saves with a .SAV extension, the files seem to be built in a way that’s unique to the system. Luckily, similar to Virtual Console, saves created on the RetroN 5 can also be placed on an SD card and then extracted into a useful form by using a PC utility called the Retron 5 File Converter, which can be found on the Retro5.net forums. Apparently the Retro Freak is also capable of dumping similar save files and can be converted using the same utility, but unfortunately, we don’t have a unit available for testing the reliability directly. But, if you want to get really serious about save dumping, we’ve found other tools to be far more reliable than the RetroN 5. Thanks to jailbroken firmware, some of the FPGA consoles from Analogue can provide a method of dumping cartridge saves. While the jailbroken Nt mini’s CopyNES feature may appear at first to only be for dumping game ROMs, any game that has a save feature will include an SRAM dump as well, which can then be easily moved elsewhere as long as you use the correct filename and file extensions. Know that dumping NES games does require you to manually select which “mapper” each game uses - this information can be fairly easily found in various lists online. The CopyNES function of the Nt mini is actually based on Kevin Horton’s own NES dumping hardware. This was expanded upon by RetroUSB’s USB-based CopyNES, but unfortunately, those seem to not be readily available at the moment. Simply put, there just aren’t a lot of options for dumping those original Nintendo saves right now, but RetroUSB does have a more readily available option, which we’ll look at a bit later in the video. The jailbreak for the Super Nt similarly offers a “CopySNES” utility that is simpler to use compared to CopyNES, and also includes SRAM dumps. Although the jailbroken firmware doesn’t have the ability to play special chip games of the SD Card, it can still dump them - even games with SA-1 chips like Super Mario RPG and Kirby Super Star. As for the Mega Sg jailbreak, unfortunately there is no equivalent dumping functionality at this time, but we do hope that it could eventually make an appearance, especially due to the possibilities afforded by the Mega Sg’s adaptable cartridge slot. But yeah, the Analogue consoles? Maybe out of your price range. And really, the save dumping is just a bonus, that’s not what they’re really about. So is it starting to feel like we’re not really getting anywhere? I mean, it’d be nice if the process of dealing with cartridge saves could just be drag & drop, but it would be impossible for it to be that simple, right? Well… maybe not. [ COURY ]When I set out to find out a way to a way to really manage my old cartridge save files, little did I know that a device called the Retrode, which I’d only heard of in passing, would become such an integral part of what I wanted to do. The Retrode was developed by Matthias Hullin in 2009 and connects to your PC via USB, allowing you direct access to the contents of Sega Genesis, Mega Drive, Super Nintendo or Super Famicom cartridges via the two cartridge slots. Amazingly, it’s completely plug ‘n play on a Windows PC, although it may need additional software on a Mac. When you connect it to your computer, it simply shows up as its own drive in Windows Explorer. There are controller ports on the front and sides of the unit because the main idea behind the Retrode was to let you dump the ROMs from your own cartridges, so you could legally boot up your own games in an emulator and play them through one easy to manage device. Although Hullin left the project shortly after completing the Retrode 2, further production and distribution has been picked up by Dragon Box. They’ve continued to work with an active fan community to release firmware updates and cartridge adapters that allow you to dump and play games for the N64, Sega Master System, and Game Boy platforms. The Retrode and its various cartridge adapters are available via Dragon Box’s website. These have also been added to Stone Age Gamer’s repertoire of retro game accessories in recent months, and is where I purchased mine. Now all of this may be exciting in and of itself for emulation enthusiasts, but it was the access to the save files in my cartridges that really had me intrigued. Once mounted, you’ll see the contents of the data on the cart - a ROM file and whatever style of save file it uses. These .SRM, .SAV, .EEP, and .FLA files can be copied or deleted using typical OS functionality. That’s all it takes to move your precious Pokemon saves to more reliable file storage. Well, the first and second generation games that is. Although ROM access is possible for Game Boy Advance games, save files aren’t supported right now. Hopefully this could be added in a future firmware update. These saves can then be migrated over to your favorite flash cart, emulator, or FPGA system. As always, just make sure you apply the right filename and extension for destination. Now you have the benefit of using your established save files without putting any more wear and tear on the original carts… or... you can do some fun experimentation. Saves from one region coupled with a ROM from another usually works, although certain character names can get pretty jacked up. I tried renaming my childhood Final Fantasy 2 save file so it would load up with a ROM of Final Fantasy IV - the non-easy type. [ Game Audio ] To my surprise it worked and gave some interesting results. A copied Japanese Final Fantasy V cartridge save file also loads when using a hacked ROM that puts the Game Boy Advance English script into the Super Famicom version. [ Game Audio ] Obviously your mileage may vary when it comes to importing saves into various hacks, but there is certainly a lot of potential here. [ Game Audio ] Now this is cool and all, but there is one more important feature of the Retrode which was, quite honestly, an absolute game changer for me in determining its overall usefulness. When you have the Retrode connected to your computer, you probably noticed the Retrode.CFG file just sitting there. Opening it up in notepad reveals various device settings that you can tweak - and this one down here, lets you turn off the read only attribute of Save files. That’s right. You can write save files...BACK to the cartridge. As soon as I heard about this, then the gears in my brain really began to turn… The most immediate and obvious use for this functionality is if you’re changing the battery in a cartridge. Use the Retrode to backup your save file, swap in the new battery, and restore the save file back. But what else could we put on our cartridges? How can we utilize the knowledge of what we’ve discussed up to this point to do something really interesting? There was a point in my life where, due to various circumstances, I found myself mostly playing classic games on the Wii Virtual Console instead of original hardware. While I didn’t own a cartridge for A Link to the Past at the time, I did complete a playthrough using the download version. But these days I much prefer a physical game collection - if only I could merge the two together... Would I be able to extract my complete save file - my personal digital history with the game - and put it on my cartridge - in a way, bringing it into the real world? Using the Retrode, yep. [ Game Audio ] This isn’t limited to Virtual Console games either. Imagine playing through a game using the modern conveniences of RetroArch, a flash cart or heck, even a SNES Classic Edition, and then being able to commit that save file to your own cartridge after you finish. The possibilities are nearly endless as long as you keep in mind the tips Try spoke about earlier, being proactive in identifying the needs of your save’s desired destination. Edit filenames and extensions as needed, and don’t be afraid to look at the hex code to add or remove padding and headers. Of course, there are some other considerations you should keep in mind, because there are a few limitations of the Retrode at this time. First, this is probably obvious, but I should state it regardless: make sure your carts are clean, OK? If the connectors are dirty then the saves may have corrupted data in them when you copy them over. When copying the save back to the cartridge with the Retrode, the file name is not important, but file extensions do matter... so make sure you match it to the save technology used by that cartridge. The file size also has to match - for example, the padding that certain flash carts might add… we’re going to have to remove that. The files must be the save data in its purest form. Certain types of saves or cartridge hardware present limitations as well. Beyond the previously mentioned lack of Game Boy Advance save support, the Retrode will also not see Sega Genesis EEPROM save files. [ Game Audio ] This limitation extends to 32X games, although battery games - y’know, all three of em - can supposedly be dumped using the 32X as a passthrough, but I don’t have any of them on hand to try. There is also no way to access SNES games that use the SA-1 chip. While a homebrew adapter has been developed for this, it only allows for accessing the game ROM and save file - not writing back to the cartridge. Oh! And this is important and easy to forget! On the inside left of the SNES cart slot is a switch that changes the Retrode’s voltage between 5 volts and 3.3 volts. Most supported carts use 5 volts, but the N64 and Game Boy Advance use 3.3 volts. If you boot up the cartridge using the wrong voltage, they will show up on your PC just fine, but the ROM and saves will be read incorrectly, resulting in invalid data. So if you’re left scratching your head as to why your dumps aren’t working, make sure the voltage is set correctly. The Retrode is easy to use and has really opened up for me a world of save management possibilities that I’ve always dreamed of. While it doesn’t yet support NES games, we were told that an adapter for that system is currently being worked on. But as it is, the Retrode by far the easiest way to handle saves for the systems that it does support right now. [ TRY ] Of course, the Retrode is not the only option. Particularly for those who might be disappointed by the Retrode’s current lack of GBA save support, here’s are a few alternatives that you might already own, but maybe didn’t know they could also be used to manage your saved games. We’ve talked at length in previous episodes about the Game Boy Interface homebrew software for the GameCube Game Boy Player hardware. This is a vastly superior alternative to the Nintendo developed software for playing Game Boy and Game Boy Advance games on your TV, although it does require a method for launch homebrew, such as an Action Replay disc along with an SD card adapter for the memory card slot.. GBI has a hidden menu that allows you to dump save files to the SD Card. Simply boot it up the software without a game inserted and hold down Start and Select - the latter of which is assigned to either Y or Z on a GameCube controller. From here, you just insert a cart and navigate the menu to dump or restore the appropriate type of save. Just make you sure you keep track of the file name, because it doesn’t have the game name in the title. This does not work with original Game Boy or Game Boy Color games, since the Game Boy Player immediately boots into GBC mode the second one of those carts is detected. These dumped saves did work when we transferred them to an EverDrive GBA, although we don’t have the means to test other GBA flash carts. On the other hand, we didn’t have any luck transferring save files that were generated on an EverDrive to the cartridge. That’s not to say it couldn’t be done, but we haven’t yet figured out the trick on that one. The GBI software isn’t the only solution like this - there’s even homebrew dumping software that simply uses a GameCube Link Cable. Sometimes it seems like there might be more options for dumping Game Boy family saves than any other platform, probably because of Pokemon. If you’d prefer a fully-featured Game Boy solution more akin to the Retrode, you should also look into the GB01 from the Amsterdam-based SubModule. Currently available as a bare PCB, the GB01 is capable of dumping ROMs and saves from Game Boy, Game Boy Color, and Game Boy Advance games using an easy to navigate application available on PC, Mac and Linux. Of course, it can also upload saves back to the cartridge as well. All of this functionality utilizes the unit’s USB-C connection. Submodule sent us this unit so that we could test it out for this episode. Putting a cart in the GB01 and booting up the application presents a streamlined interface. It detects what cart is inserted, and even gives a little background on that game - neat! Moving saves to and from the cartridge is pretty self explanatory with the software usually detecting what type of saves that game uses. But, in some cases you might have to select the save type from a dropdown. I’m not sure where the software is pulling this information from, but it seems likely that the details for every game could be accounted for eventually, and require no additional input from the user. We were able to quickly upload save files generated on an EverDrive, or the files that we had dumped using GBI, back to cartridges with the GB01. The software does not discriminate between file extensions and seems to automatically handle that when sending a save to the cartridge. Dumped saves from the GB01 also work fine for us on an EverDrive. One pretty neat thing that goes beyond simply backing up saves is that the GB01 is able to transfer all of the photos stored on a Game Boy Camera and save them as .png files. Sure, people probably have smartphone apps to create similarly lo-fi photos, but there’s nothing quite like using the real thing! The PCB version of the GB01 sells for 35 euros on Submodule’s website. If you feel like you need something a bit more rugged, a protective shell is expected to release down the road. Back on the console side of things, here’s a great way to manage NES and Famicom saves… I was surprised to find that RetroUSB’s FPGA-based NES and Famicom console, the AVS, has a nifty feature that the Analogue Nt mini jailbreak does not - the ability to copy saves back to the cartridge, although it's virtually hidden. Using the AVS Scoreboard software, which has several functions available when you’ve connected to your AVS to a computer via USB - such as updating the system firmware - has a drop down menu called “Transfer” that has options to read and write .sav files to and from a cartridge. The process is easy and works with a good number of games on the system, although the mappers used by certain games may limit your success. For instance, we couldn’t get either of the StarTropics games to work, for dumping or writing. For Super NES games, the Super UFO Pro 8 is appealing because of its ability to backup game saves to an SD card and restore them back to the cartridge... Unfortunately, while the Super UFO Pro 8 was a surprisingly useful budget flash cartridge just a couple of years back, now it’s actually quite difficult to get a hold of one at a decent price. The Ultra Save from RetroActive is a dedicated save file dump and restoration tool for Nintendo 64 games. If the name RetroActive sounds familiar, that’s probably because you’ve looked into the incredible Ultra HDMI mod for N64 - both were created by Marshall Hecht. To be clear, rather than a standalone device, the UltraSave is more of a companion accessory for RetroActive’s own flash cart, the 64Drive, which is required for the device to operate. When inserted into the first slot, the 64Drive serves as the brain of the unit and utilizes its USB port. You can then insert any cartridge that uses internal saves - doesn’t matter which type. You’ll also need a 12-volt DC power supply to power on the Ultra Save. Running the UltraSave graphical interface on your PC is pretty self explanatory. You can dump ROMs and save files from your carts or restore saves back to the cart very quickly. If you want to import a save that was generated in an emulator, you may need to use the Endian Swap function in the settings menu. The endianness defines the order of the bytes in the code, and it’s important here because many emulators generate their save files as Little-Endian, while N64 carts, the 64Drive and EverDrive64 Version 3 all use Big-Endian. In fact, even if you’re using an EverDrive instead of a 64Drive, you can still use the UltraSave software to convert a Little-Endian save to a Big-Endian save. So, if you’re having trouble with a save file from an emulator not working… this might be the culprit. But when it comes to saves generated by Virtual Console versions, no such fiddling is necessary. RetroActive sent us the 64Drive and the UltraSave, and both have been wonderfully reliable tools. However it should be noted that RetroActive is for all intents and purposes a 1 person show, so an opportunity to order these devices may not always be available. As for N64 Controller Paks… well, of course those are important too since many games don’t support internal saves. But memory cards as a concept also represent a uniquely versatile save medium - one not bound to a singular cartridge or console. And that… that is a discussion for our next episode. [ Game Audio ] [ COURY ] Preserving my childhood save files has been one of my biggest concerns over the last few years. It's been a relief rescue my childhood Final Fantasy 3 and Chrono Trigger saves from the fate that befell Phantasy Star and Secret of Mana. But being able to take the games I played on Virtual Console and apply them to a real cartridge is something that I never truly expected to be able to do. I’m sure there are plenty of methods for retrieving and restoring save files that we didn’t have a chance to feature here as well as a number of devices in development, such as the INLretro Dumper and Db Electronic’s Mega Dumper, that we hope will further streamline and improve the process in the future. But now you have a good starting point to rescue your personal history contained within those cartridges from certain, eventual, doom.
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Channel: My Life in Gaming
Views: 178,483
Rating: undefined out of 5
Keywords: RGB, Masterclass, retro, gaming, videogame, comparison, vs., nintendo, sega, sony, microsoft, console, hack, genesis, Component, SCART, Composite, S-Video, 240p, CRT, PVM, Mod, HDTV, Framemeister, XRGB-mini, OSSC, save file, save games, battery back up, backup, battery save, sram, flash ram, eeprom, pokemon, pokemon game boy, pokemon battery, cr2032, ultra save, ultrahdmi, retroactive, gb01, submodule, retrode, retrode 2, cartridge battery replacement, cartridge game save, analogue super nt, nt mini, retrousb avs
Id: _tVJYdZRAXg
Channel Id: undefined
Length: 40min 9sec (2409 seconds)
Published: Sun Jun 16 2019
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