Hai there you SNES fans,

This Tool is made for PROCOM 2. (the one I have)
I have a small Upgrade in my procom, so i can run profighter/wildcard
files as well. 

Update in version 1.8
---------------------
New: Action Replay

What is action replay? It is a cartridge you can put between the snes
and a game cartridge (codes don't work well without cartridges!)
This allows you to search for trainer locations and activate trainers.
The activate part is the same as in this program.

Idea for this replay stuff came from DAX, he wrote a similair program
on the PC. (Not yet released) . Hope you get that Wildcart soon man !

How to work with it:

Enter the replay values max 4 at a time. Then HIGHLIGHT the action replay
on/off box. When you now send or save a file it will patch the
1st part of the program, bending the nmi vector and inserting a little
piece of new nmi code. 

code1: 7e1234 56  ;means put value 56 in adres 7e1234
code2: 7e0098 XX  ;XX must fill in a number here, otherwise it's 0!!!                    

Use the available codes to experiment......

Possible problems:

1. If a program is neatly programmed there will be an info area ( FILE
   INFO in the utility ! ) , that gives you name/size/company etc. 
   When it gives scrambled/fucked up File Info , then the Action Replay 
   wont work on that game . 
   Coz then the programmers of the game put there own program code there ,
   ( which shouldnt be there ! its very rare.. and normally your dealing
   with a preview/beta version ! ) . 
   So if you want to be sure that the trainer codes will work , click on 
   the File Info box first !
 
2. The real Action Replay has a switch to put the trainer on/off
   during the execution of the game.
   At the moment this is not possible with this Util.
   Some replay codes require turning off at a certain point in the gameplay.
   You can't use these codes.

3. You have used replay codes from another version > jap/eur/usa     

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

New: Goldfinger

Goldfinger is a tool for the wildcard copier.
Goldfinger codes change certain bytes at certain places.
The trainer possibilities with this are different from action replay,
but also very powerful.

The 1st 5 digits mean there is to be a change at offset...
The last 6 digits are the new bytes to replace

Enter the values and HIGHLIGHT the goldfinger on/off box.

G 00FC1 EAEAEA   ; puts 3 nop's (ea) at address $8FC1
G 00200 EAXXXX   ; put only 1 nop at adress $8200

So XX is DIFFERENT compared to action replay codes, also
make sure the XX's go in pairs so 1 X is NOT ok.

Adresses are an offset from start of file + $200.

Watch out:
If you send splitted files, goldfinger codes will only be used
on the 1st file.

Question to wildcard/goldfinger owners:   
The range off the adresses cannot exceed 8mbit ??

I have no codes for fig/swc files, so I don't know if all things
stay the same with these because of high low send   ?

;---------------------------------------------------------------
These 2 combined options may result in +12 trainers
Which cartridge can beat this???

BE AWARE, THERE ARE LOTS OF REPLAY/GOLDFINGER CODES WHICH ARE
NOT CORRECT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
WATCH OUT FOR 100% WORKING CODE LISTS. YEP, YOU GUYS CAN HELP
US OUT WITH THAT ONE!

There is also another thing called 'game genie' but their method
of making trainers is a little unclear to me at the moment, if
we know how that works, we should be able to convert those
codes into goldfinger or replay codes.... 
;--------------------------------------------------------------- 

Changed:
Alt also cancels send/save.

Update in version 1.7
----------------------
New: Profighter/wildcard send & run.

(Sends adapted rom, then the file)

16mb profighter/wildcard send (splitted): here's what to do:

1. send part 1 with fig/swc send & run
2. set bankstart to $80
3. send part 2 with SMC send & run
(Don't use fig/smc send TWICE for 1 splitted game, because the 2nd time
it will send the rom again, and overwrite your game in memory.) 

(Run always checks on bit 6 set in header+2, if set, run is canceled,
 a 16mbit part 1 file has it set. Also splitted smc files will not
run until the last part is send.)

If you send the 'highrom.smc', then the profighter file it will NOT
work, because this rom has incomplete send/receive routines.
Only use the highdos.smc for 'snes disk loading'.

In the 'Save' option profighter files will NOT be sent high/low,
therefore you cannot run it immediatly afterwoods.

New: cancel send if you press ALTERNATE.

New: File info for fighter/wildcard files.
Add header/remove header on $2000 boundery lengths.
Little extra time between each save on split files.
(saving to a: switch disks etc..)
Whole new format routine: Counter/Choose A/B...

;------------------------------------------------------------
What does Send & Save to Snes: 

1) Unpack the 1 pass copier, send it to the Snes and run it.

2) Load & Send blocks of 512k to the Snes until the end of the file
   is reached, this means that you guys with 1 meg machines can use
   this too!!

3) Copy,Patch the loadname and send it to the Snes.
   (points will be skipped) so ROADRUN.NER will become
   ROADRUNNER

4) Activate Snes Saving mode. Screen should now show:
   
     Saving.....  [000]
   
   Make sure that BEFORE this point you have a blank formatted disk
   inside the Procom/...  High Density Drive.
   If all goes well it starts saving, counter will decrease.

When saving is done OR ANY error occurred it will return to 
the copier screen. So make sure all is ok, before deleting the original
on your harddisk!

5) You can now RUN the file in memory, Send & Save the next one, or
   use the 1 pass copier, this thing copies a whole disk in 1 pass.
    

Bankstart option:
-----------------
Snes is divided in 256 ($ff) blocks of 8192 ($2000) bytes.
This adds up to 256*8192=2097152 or $200000 bytes or 16mbit.
Just before each block you send, this program sends the block
number, normally games are loaded from block 0 >.
Every time a block is send, the bank (blocknumber) will be increased.

Send & Save to Snes Drive:
--------------------------
ALWAYS keep bankstart at $00 !


Send & No Run:
--------------

1 part games: make sure that bankstart is set at $00 !!

How to send a 16mb file:

1) set bank start to 00 & send part 1 (goes to 00-7f)
2) set bank start to 80 & send part 2 (goes to 80-ff)

How to send a splitted 12mb file:

1) set bankstart to 00 & send part 1
2) set bankstart to 40 & send part 2
3) set bankstart to 80 & send part 3

How to send a splitted 8mb file:

step 1 + 2 of 12mb

easy isn't it ?
--------------------------------------------------------------------------
This program can be renamed to *.prg or works as *.acc

when loaded as *.acc it reserves about 20k of memory, when activated
it reserves an extra 530k, when leaving it free's the 530k.

Trouble with File-Info:
Each program is supposed to have a data area at $ffc0
there must be name, size, etc.. info.
BUT, some programmers do not use this area, so File-Info does not
work always.(Maybe too many beta versions?)
Some names of companies are not correct, don't look at  me!
Each company has a certain hex number, I just convert that to
my own list, perhaps some companies use wrong numbers...

Hint:
-----
To use the 1 pass copier pick option Send & Save, when the fileselector
appears, press cancel. 


--------------        M.C.A.      ----------------

