Doc for Sega-Utility   (Copyright) MCA/ELITE(ndo)

First of all I want to thank Radix for donating me a Sega+copier!
You folks can thank him too, without this donation I would
never have bought a Sega and made all these tools.
If you need a Copier for either Sega or Snes, or any Software
for these Copiers, place your order at this address:

         TO: RADIX
        P.O.BOX 2127
      6201CA MAASTRICHT
           HOLLAND

Inform him where you got this address, I personally hope that
lotsa folks will order lotsa stuff, so the 'donation' will
be payed back by you happy customers...

;-------------------------------------------------------------

The Utility works as Accessory and as normal program.
Just rename the extension to .acc or .prg

There are just about all possible options included for a Normal game-
player. 

Options:
~~~~~~~~

Copyright box: 
--------------
Press to get info on programmer/etc...

USE *.IPS:
----------
Patch an I(nternational) P(atch) S(tandard) file to a game file.
This is the same format as on the Snes.
It can insert data, glue data or cut game files.
See below for detailes...

CREATE *.IPS:
-------------
You can create an IPS file by loading the original(unchanged) file
first and then the changed file, it will compare the 2 files
and put the differences in the IPS file.

ACTION REPLAY:
--------------
The Sega has a 64k ram so if ya have say 3 lives on location $ff1234 and 
want to keep those lives there during the game play ,set the value in the 
1st slot to $ff1234-03 and activate the replay button!
The slots will be used until an empty one, so if the 1st and the 3rd are
set, only the first will be used.

Example: Sonic 3

slot 1 = ffffe21-63 = keep 99 rings
slot 2 = ffffe13-09 = keep 9 lives

SEND & RUN:
-----------
Default, press return to activate.
Choose an SMD type Sega file, Info is displayed and the sending starts.
It loads 512k each time, checks for splitted files, and send them too.
The number displayed are the total blocks (each $4000 bytes) to go.
You can cancel the sending by pressing 'Alternate'.

FILE INFO:
----------
The file info is gathered from the 1st block of the file.
Title:     get address $100 
game size: get size of game & converts to megabits.
checksum:  get address $18e.w (official checksum addres)
game type: get address $1f0.w U=American J=Japaness E=European

EJECT:
------
Exit program.

SPLIT:
------
Split 8-32mbit files into 4mbit or 8mbit. 

JOIN:
-----
Join 4-16 mbit files into 8 or 12 mbit or 1 part.
The file size of the last one may be smaller as 4 mbit.

ADD/DEL/REP HEADER:
-------------------
Add will calculate the size and add a header.
Del will delete the header.
Rep will calculate size and correct the number of blocks,
and asks for single or multiple files.

USA/JAP/EUR/CHECKSUM:
---------------------
Finds pal/ntsc protections and disables them.
Gets address $1f0 and compares it with your pick.
A box will pop up, if things does not match.
You have to know (look at info) which type of game you have.
Say you have an American game, set the box to USA then go.
After fixing the game has to work on ALL systems, BUT...

A lot of games have: 1) protections 
                     2) pal/ntsc possibilities

Because of the nature of patching, possiblity nr.2 will also
be disabled, so the game might flicker a lot, therefore it
might sometimes be wiser get a specific fix for the game.  
After a fix is done, it checks whether a game is in 1 part,
if so it will recalculate the checksum and write it back .

If a file is splitted, NO new checksum will be written!
Join the file and click on checksum.
Most games have checksums, and Check on them ALSO!
If 1 byte is changed, the checksum is different, and the game doesn't work!

MGD>SMD:
--------
Convert Multi Game Doctor to Sega Mega Drive format.
The only game I have seen sofar (just beginning!) is startrek
This was in MGD format, It had no header and half of the
bytes were in the 2nd 4mbit part.
This button needs 8MBIT files with or without header to convert properly.
If it has no header, one will be attatched to the new file.

FAT1COPY:
---------
The Copiers write games Only using fat 1, so if you read such a
file with your Atari, things will not copy ok, therefore this
option is included, it traps the bpb vector and sets it to
fat number 1, after finishing, the vector will be changed back.
This only works on TT and Falcon !!!!

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If you're a serious Sega amateur programmer, or want to become one,
You can join our force and receive some programming/debugging stuff.
If you can't program the 68000, you won't get the tools.

I have made a program, to link to devpac 3.10 which converts & sends
code to the Sega on each assembly without errors.
And a 68000 debugger with lots of facilities, convert, checksums,
Insert code, send, & lots of other things...

Drop a line to HIT & RUN  (Elite & Elitendo WHQ)

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If you have find any Bugs or have anything else usefull to say leave
a message to me on some of the bbs's i am on !

 L8er Sledge & MCA of ELITE/NDO !
