Ostias como Panes Mega Flash ROM loader v0.3 (c) 2003 by Ramones and Manuel Pazos INDEX ----- 1.- General Description. 2.- Options. 2.1.- Execution 'on the fly'. ( /x ) 2.2.- Emulation of different keyboards. (/j /e) 2.3.- Emulation of a second Konami cart. (/RCxxx) 2.4.- Parameters for execution 'on the fly'. (/8 /5 /6) 2.4.1.- Executing in R800 mode. (/8). 2.4.2.- Executing in a video mode. (/5 /6) 2.5.- Loading of Game Master. (/g:d) 2.6.- Full erasing of Flash memory. (/d) 2.7.- Mapper indication parameters. 2.7.1.- Konami Mapper. (/k) 2.7.2.- ASCII 8 K Mapper. (/a) 2.7.3.- ASCII 16 K Mapper. (/16) 2.8.- Loading in Manual Mode. (/m) 2.9.- Loading and Saving the SRAM contents. (/s /l) 2.10.- Block parameters. (/Bx) 2.10.1.- Multigames with the Game Master 2 Pack. 3.- Multiple Commands. 4.- Known Errors. 5.- About the variety of ROM files. 6.- Advanced Game Master. 6.1.- Commands and functions available in the game. 6.2.- Converting and watching the snapshots. 6.3.- Using the Ranking Mode. 7.- Advanced Game Master 2. 7.1.- Converting the snapshot files (Screen Data). 7.2.- Using the SRAM. 7.3.- Different loading screens. 7.4.- Different GAME MASTER 2 for Mega Flash Rom. 8.- Greetings. 9.- Authors and Contact. 1.- General Description. OPF.COM is the program which handles the new Mega Flash Rom boards, in any of its versions. OPF, basically, stores in the Mega Flash Rom boards the file that we specify. Due to the main use of the Mega Flash Rom boards, OPF is totally oriented to the processing of .ROM files, and because of it the most of its options are assigned for the processing of those type of files. OPF has been fully coded in assembler, taking profit of each command of the main memory of the Mega Flash Rom boards, which does it fast, efficient and powerful. OPF has been made ready for its correct performance in ANY MSX with a disk unit, which means that the MSX will have at least 64 KB of memory and the MSX DOS. OPF takes profit and use in all its commands the advantages of the MSXDOS2 being possible the loading of the files from any supported storage device (HD, MO, CD Rom, ZIP) and the use of the complete path for indicating the file to be loaded. 2.- Options OPF has many options. Nevertheless, the authors have worked very hard for getting that the normal user doesn't need to learn and memorize all the commands. OPF doesn't need interaction with the user the 90% of times. OPF recognizes the most of the ROM files, adapting them to the own characteristics of each model of Mega Flash Rom board. So, it avoids that the user has to use some of the commands for a specific patching. But OPF has got many commands and not all of them are intended for the ROM patching for its correct performance. Furthermore, it includes commands for modifying the options of the ROM and they are widely explained in this manual. 2.1.- Execution 'on the fly'. ( /x ) The /x parameter executes automatically the .ROM file which is stored in the Mega Flash Rom board. It can be made just after storing the file there or directly without to storing the game again. Use examples : OPF P-WARS2.ROM /x : It will store the file P-WARS2.ROM in flash and will be executed. OPF /x : Executes the game previously stored. We should remember that the execution 'on the fly' maybe is NOT correct some times. The ROM files were designed and programmed -many times- waiting for the characteristics that the MSX has when it has been turned on. So, this is not a "perfect" command. But it works in most of times. 2.2.- Emulation of different keyboards. (/j /e) The emulation and keyboard changing parameters, /j y /e, work during the ROM storage, patching it with the desired option and resting in that way for ever until another file is stored. These parameters work with many programs assigned to Japan and 'Rest of the World'. The same program detects the country of MSX and show the messages in Japanese or English, depending on that country. As actually the amount of MSX computers from Japan outside of this country is very high and the most of users don't know japanese, thanks to these options they can enjoy the programs in a more understandable language. It is also known by the users that some of these programs, when they are loaded in a japanese computer, they include some extras. Thanks to the japanese keyboard emulation it is possible to load them as japanese in non-japanese MSX computers and then taking profit of those extras. Examples: OPF RC-749.ROM /e : The ROM will be stored ALWAYS as non-japanese keyboard. OPF RC-752.ROM /j : As the previous one, but ALWAYS japanese keyboard. These parameters won't take any effect in ROM files which aren't made for this multi-language support. 2.3.- Emulation of a second Konami cart. (/RCxxx) /RCxxx option gives us the possibility of "simulating" in other slot the game by Konami that we desire. This option is valid for executing many Konami games. Together with other games by the same brand they activate some cheats, musics and new stages for those ones. This emulation is NOT perfect in some cases. In some of the programs by Konami it is necessary part of the code which has the game in the other slot, then the cheats work correctly. A good example is Salamander, which needs part of the code of Nemesis 2 for being able to use the Operation X mode. Examples : OPF RC-749.ROM /RC752 /x : It executes and stores the file emulating the RC-752 by Konami in the other Slot. OPF /RC764 /x : It executes the stored program emulating in the other slot the RC-764 by Konami. The game which will be simulated in the other slot will be stored in the ROM of our Mega Flash Rom board. So, this cheat will be available if we want to play again the game, even after turning on the computer when it was off. 2.4.- Parameters for execution 'on the fly'. (/8 /5 /6) Next parameters only can be used together with /x parameter. These parameters give the possibility of executing the stored program in the Mega Flash ROM board in different ways, being only possible its use by executing it 'on the fly'. So, once the MSX is restarted, it will be necessary to execute OPF with those same options again for using them again. 2.4.1.- Executing in R800 mode. (/8). This option only works with MSX TurboR computers. It executes the stored in the Mega Flash Rom board program activating the R800 of the MSX in the execution. Example : OPF HEADOVER.ROM /x /8 : It will store and execute the program with R800. OPF /8 : It will execute the stored file with R800. 2.4.2.- Executing in a video mode. (/5 /6) These parameters modify the vertical refresh of the MSX screen when executing the program. This option only works with MSX2 or higher. The two options give the possibility to the MSX user from different nationalities to execute the programs with a different mode of the one which comes directly with their MSX (talking about the vertical refresh). Examples : OPF RC-764.ROM /6 /x : It will store and execute the file with 60Hz (NTSC) OPF /6 /x : It will execute the stored file with 60 Hz (NTSC) OPF ALESTE.ROM /5 /x : It will store and execute the file with 50 Hz (PAL). OPF /5 /x : It will execute the stored file with 50 Hz (PAL). 2.5.- Loading of Game Master. (/g:d) The /g option will execute the stored in the flash file or just the one which we indicate from the command line, storing also in memory the GAME MASTER by Konami. It lets us enjoy the stored program with all the advantages that Game Master includes. This program only works with some games by Konami (not all of them). Saving from cassette and disk in ANY time of the game for its following loading, starting the game in any stage, modifying the number of lifes, etc... are some of the best characteristics that Game Master offers. As the previously explained options, this one has only effect storing 'on the fly'. It is NOT necessary to use the parameter /x because OPF knows that we want to execute the stored program. As the only one limit it is NOT possible its use with first version of MSXDOS if we don't free all the extra disk units. It means that booting with CTRL pressed is needed. The program needs that extra memory. If Game Master wants to be used, it has to be located in the same drive where OPF is executed. Of course, is can be in other drive. In that case, the drive has to be given. The game has to be renamed GMASTER.ROM else the game won't be found by OPF. Examples: OPF A1SPIRIT.ROM /g : It will store and execute the file with Game Master. OPF /g:c : It will execute the stored file, loading the program GMASTER.ROM from drive C. For more information of this cart, consult the specific point for game master included in this manual. 2.6.- Full erasing of Flash memory. (/d) With /d option it is possible to erase all the Flash memory when storing a new program or just directly without nedeeding a new one. The command will erase all the Flash ROM sectors. OPF, by default, only erases the needed sectors to load the desired program. In this way it will erase all the sectors. Examples: OPF /d EGGER2.ROM : It stores the EGGER2.ROM file erasing all the Flash before doing it. OPF /d : It fully erases the Flash. 2.7.- Mapper indication parameters. The parameters that we are going to explain now have been programmed for letting the user to select a mapper type when a new ROM file is being stored in the Mega Flash ROM board. OPF has a simple mapper type detection system of the file which is going to be stored in the board. This system makes the game available automatically if it is needed because OPF knows the Mega Flash Rom used from the beginning. Unfortunately NOT all the ROM files are recognized with this system. For getting that it should be necessary in many times to loading all the file in memory and working on it before storing it in the board, being it a slow and boring task. Furthermore it'd not produce good results sometimes. So, OPF has been developed for having the possibility of working together with an external file (DATABASE.OPF), where the mapper type and the specific patching of the programs not detected or not good prepared by OPF will be stored. The identification of the program has been also made in an easy una way without using complex methods of identification (CRC) which need again the reading of the complete file and big calculus which would made the process slower. Fortunatelly in many times it is only necessary to indicate OPF which is the mapper type to use, for its correct performance and it is simply what these parameters do. OPF -once the file is opened- reads a few Ks from it and executes automatically the MAPPER DETECTOR. Depending on the results, it patches ALL the ROM while it is being stored for its correct performance in the Mega Flash ROM board. OPF recognizes the next mappers type : [] ASCII 8K : The most of known megaROMs. [] ASCII 16 K : Manys MegaROMs and conversions from cassette to ROM. [] Konami : The first Mapper by Konami, available in all Konami megaROMs without SCC. [] Konami SCC : Mapper used in all MegaRom by Konami which has SCC. [] Common ROM : ROM files no Megarom. No MegaRom files are loaded correctly. If OPF DOES NOT detect the ROM type, it will show us the message "Unknown" and will treat the ROM as it were a MAPPER ASCII 8K ROM. For avoiding that if OPF doesn't detect the ROM and we know the type, we can use the next parameters that we will explain now. 2.7.1.- Konami Mapper. (/k) /k parameter forces OPF to patch the selected file which has Konami mapper to the needed mapper of our Mega Flash Rom board. OPF finds which of the 2 Konami mappers is used in the ROM to load in OPF. 2.7.2.- ASCII 8 K Mapper. (/a) /a parameter tells to OPF that it has to mofify the selected file loaded as ASCII 8 K to the mapper of our Mega Flash Rom board. 2.7.3.- ASCII 16 K Mapper. (/16) /16 parameter tells to OPF that the selected file has ASCII 16 mapper and patchs it for being used correctly depending on the type of our Mega Flash Rom board. 2.8.- Loading in Manual Mode. (/m) If we don't select anything, OPF will patch automatically the file depending on the type of our Mega Flash ROM. But it is possible to force OPF for NOT patching the programs. Even if it should be clear, it will be said again: OPF lets to store ANY file in the Mega Flash Rom board and it means that not only ROMs can be stored. Using the parameter (/m) OPF won't execute the automatic mapper detector nor the patching functions. The file will be stored in the board WITHOUT any modification. This function lets to store any file in the board, for its extraction later by using OPF (option not actually available). Then it gives to the Mega Flash Rom boards a different use that executing ROM programs. It can be considerate a little storage device. 2.9.- Loading and Saving the SRAM contents. (/s /l) These options are only available for the SRAM Mega Flash Rom. They save / load from / to the selected file the contents of the SRAM. This option is very useful for the owners of this board due to the existence of many programs which save states, marks... in SRAM. As the capacity of that SRAM is not very big (2K or 8K) and as no agreement between soft companies for using different byte gaps in their programs is set, it does normal the data overlapping, damaging then the actual data of this small memory. Thanks to these parameters we will be able to extract the contents of the SRAM to a file for its use later (when it will be needed). Examples : OPF SRAM01.SRA /s : Saves the contents of the SRAM to the SRAM01.SRA file. OPF /l COPIA.RAM : Loads the contents from the file COPIA.RAM to the SRAM. 2.10.- Block parameters. (/Bx) The block parameters are the ones which let to load more than one file at the same time in the Mega Flash Rom. It is possible to introduce different Roms in the Mega Flash Rom with them. This option has been designed to work with GAME MASTER 2 which has been modified for being able to select, during its loading, one of the ROMs stored in the Mega Flash Rom. Its usage is easy. We must indicate OPF in which part of the Mega Flash Rom we desire to load the Rom. The /Bx parameter splits the total memory of the Mega Flash Rom in 128 Kb blocks. So, it is possible to load in a Flash with 512 KB, 4 blocks of 128 KB. After the /B parameter we have to write the block number where we want to load the Rom. This does NOT force to load only blocks with 128 KB. Other blocks with a larger size can be loaded too, but we have to be careful with its size, in order to load the next block correctly. It is better seen with examples. Examples : OPF GM2PACK.ROM /B0 : It will load the GM2PACK.ROM rom in the block 0, in the memory gap between pages 0 and 15. OPF NEMESIS2.ROM /B1 : It will load the NEMESIS2.ROM rom in the block 1, in the pages between 16 and 31. So, here is an example of the storing of 2 ROMs of 128 and 1 with 256 : OPF GM2PACK.ROM /B0 : 128 Kb OPF RC-768.ROM /B1 : 256 Kb OPF MAZEOF.ROM /B3 : 128 Kb As it is shown, we have "jumped" the block 2 which is being filled by the second ROM. We have to be careful with it in order to not have problems with the loaded ROM. This /Bx option would not make any sense if doesn't exist a ROM prepared to use all the other roms which is described in the point below. As a final note, it should be remembered that it is NOT necessary to store all the ROMs every time we want to exchange a Rom. We only select the block that we want to "replace". OPF will exchange the contents of that block with the new one but the other parts won't be modified. 2.10.1.- Multigames with the Game Master 2 Pack. The /Bx option, as we have said, doesn't make any sense if a ROM which handles the other ones doesn't exist. For that reason we have prepared a ROM of the program GAME MASTER 2 by Konami (RC-755) which can be downloaded from the original Mega Flash Rom Web page. This rom is prepared to work with the different ROMs loaded in the Mega Flash Rom, by using the /Bx parameter of OPF. Firstly, it is OBLIGATORY to store this version of Game Master 2 -named GM2-PACK.ROM- in the FIRST block of the memory. It is done in this way : OPF /B0 GM2-PACK.ROM We don't need to add any other parameter because after it we have to store the games that eill be inside the "pack". As it is remembered in the previous point it is not necessary to store this file every time but only exchanging the ROM that we need to test, without the needing of erasing the GM2 or other ROMs reviously stored. This Multigame option only works with KONAMI GAMES. No other ROM will have any effect if this option is used. Example of storing 3 more Konami games in the Mega Flash Rom after GM2: OPF RC-751.ROM /B1 : First Rom. OPF USAS.ROM /B2 : Second Rom. OPF RC-749.ROM /B3 : Third Rom. These 3 roms are now stored and ready for being used with GM2. If the MSX is rebooted and no key is pressed, GAME MASTER 2 will be loaded. We can use all the options that it offers. If we execute the "game", it will load the FIRST ROM that we stored (in our example it is RC-751.ROM. Now we can play it and enjoy the advantages which GAME MASTER 2 offers for this game. In the point 7.- of this manual the usage of GAME MASTER 2 is detailed. It is now a good moment to explain how to execute the other 2 stored ROM of our example. For that reason we will explain the available keys when the MSX is BOOTED (after a reset). Those keys have to be held up pressed until GM2 is executed. The booting keys of Game Master 2 special multigames version : [] ROM selection : <> : Without pressing a number we select the FIRST stored ROM /B1. <1> : It selects the SECOND stored ROM /B2. <2> : It selects the FIRST stored ROM /B1. <1> + <2> : It selects the THIRD stored ROM /B3. [] Configuration : : It activates the International mode. It prepares the GM2, then it can patch the desired to execute ROM for being loaded in European mode. : This option is only available for TurboR. It will boot the GAME MASTER 2 with the R800 activated and so the game to be executed. : It avoids the execution of Game Master 2, but executes the selected ROM (using the booting keys). The advantages of the GAME MASTER 2 are cancelled, but the SRAM saving. It has to be remembered that for using the different options it is necessary to hold them up pressed at the same time. So, as an example, in order to load the third ROM in International mode with the R800 activated we must hold up pressed at the same time the keys <1> + <2> + + . GAME MASTER 2 will handle all the options. 3.- Multiple Commands. Once OPF's different commands have been explained, the program is ready to execute all the compatible commands at the same time. It is possible to organise them in different positions. You can find some examples about it here : OPF /5 /8 MGALIOUS.ROM /g /d All the sectors of the Flash Memory will be erased, the file MGALIOUS.ROM will be stored, GMASTER.ROM will be loaded in memory and the game will be executed with R800 and 50 Hz. OPF /e NEMESIS2.ROM /x /RC749 The file NEMESIS2.ROM will be stored, the Konami RC749 will be emulated in other slot. Before being stored, the file NEMESIS2.ROM will be patched for always be executed as european. The program will be executed. OPF /x /6 The game which the Mega Flash Rom board has stored will be executed in 60 Hz. 4.- Known Errors. OPF automatically detects different reasons of errors : [] 0 bytes File : It detects the empty files and avoids its loading. [] File with a bigger capacity than the memory of the board : It detects these bigger files. [] LPE - Flash - G Board : It detects this kind of board and avoids its use, because the working modes are different. [] Not enough memory to execute Game Master. It detects if the necessary memory to execute Game Master is enough before the execution of any other option and shows us a message. 5.- About the ROM files variety. Actually and because of the spreading in Internet of this kind of files for their use in MSX emulators in other platforms, there are different versions of the same ROM type (of the same program). Many times these ROMs have been modified for their correct working in these emulators, sometimes for activating cheats and other times because they have been badly dumped from the original cart. OPF doesn't recognize all the ROMs and it is possible that the program is NOT working in the Mega Flash ROM board because of being a modified ROM. OPF patches taking into account that the ROM is the ORIGINAL one, excepts for two specific cases : [] Mega Rom Konami SCC programs : Most of these programs have been patched for locating the SCC in the SLOT 2. This kind of patch is necessary for using this sound chip in Mega Flash ROM boards with mapper ASCII : * Mega Flash Rom Basic 512 K. * Mega Flash Rom SRAM. * Mega Flash Rom 1024 K. These files should not be used with Mega Flash Rom SCC because other SCC should be plugged in the 2nd SLOT, which is a trouble. It is not necessary because Mega Flash ROM SCC has its own SCC. So, if a Konami SCC game is going to be used in our SCC Flash, it is correct to use the original ROM. [] Programs with unknown mapper and / or have errors in the original cart : Some programs have errors in its design. They are programs which have been prepared to work in a given slot or to look for the FM chip or other one in a given place. For those reasons, it is recommendable the use of these ROM types. 6.- Advanced Game Master. Game Master (RC-735) was programmed and sold by Konami in 1986. It is a special cheats and utils cart which only works with Konami games. It is possible to start the games from different stages, to increase the lives, to save the game in tape or disk, to send the actual screen to the printer, to make the game speed slower (or frame to frame)... Generally, Game Master works with most of MSX1 games that Konami made and some others for MSX2. The exceptions (games NOT working with this cart) are the next ones : [] Konami Synthetizer [] Shalom [] The most Konami programs edited and distributed by Sony. The supported games for MSX2 or higher are the next ones : [] Gambare Goemon [] Vampire Killer [] Hinotori (Firebird) When OPF is executed with the 'Load and execution of Game Master' option (/g), this cart will be automatically executed. Then, after the Konami logo is shown, a menu with 3 options appears: * GAME * MODIFY * SELF The GAME option will execute the game which is loaded in Mega Flash Rom board without cheats and from the beginning of the game. The MODIFY option will let us to select the starting game stage and the lives number. This also let to enable the "Ranking Mode". These options don't have any sense in many games. For example, it is not possible to increase the number of lives in F1-Spirit. The SELF option is prepared to load the saved screens (screenshots) with the same option inside the game. 6.1.- Commands and functions available in the game. While the selected game is running, Game Master is resident in background and lets us to do many actions. To enable Game Master we must press the key and the CAPS led will be lightened. From this point the next options will be available : [] Advancing Frame to Frame : Pressing the <:> or <;> keys in computers with japanese keyboard we'll advance to the next frame of the game. [] Slow Motion : When key is pressed. Now with the and keys we'll select the desired speed. During the slow motion, the Caps led will be active. For desabling the slow motion mode we must press and the Caps led will be off, coming back to the game at normal speed. [] Load & Save : Pressing a menu with different options will appear in the lower row of the screen. The first 4 options let to save & load data from and to the cassette and disk. It is possible to load and save the GAME DATA in *any* moment of the game, the HI SCORE, a screen snapshot (SCREEN DATA) and the data of the Ranking Mode. [] Resetting the game and coming back to Game Master : If we're placed over the END option and + + are pressed at the same time it will restart Game Master again. [] Leaving the menu : For leaving this menu we must press over the END option and and then we will be back to the game. The saved games using GAME DATA option are NOT usable in many cases in other MSX models. Game Master saves many data of the system variables zone that could be specific with the used MSX model. Then the saved game could be not compatible with other model. The saved on disk files using Game Master have known extensions which are created using the last number of the RC which identifies the Konami games: [] Hi Score Data uses : Hxx [] Game Data uses : Gxx [] Screen Data uses : Sxx [] Ranking Data uses : Rxx 6.2.- Converting and watching the snapshots. The saved snapshots using the SCREEN DATA option have its own format and can't be seen from, for example, BASIC. For that reason the cart has its own option (SELF), but it is possible to save these snapshots in other format which can be recognized by MSX BASIC. The next steps explain how to do it : [] The screen must be saved using the SCREEN DATA option. [] We must come back to Game Master (using the reset option). [] SELF option has to be selected and then the screen desired must be loaded. [] Placed in the END option, + + keys have to be pressed at the same time. Game Master will save a new file. The new file will have the SAME name that we gave, but with VRM extension. For being able to see this file from basic, the next program has to be made: 10 SCREEN 2 20 BLOAD"FILENAME.VRM",S 30 A$=INPUT$(1); 6.3.- Using the Ranking Mode. The Ranking mode option does NOT work with all games. It only works in some cases. For activating this mode, when Game Master is started, we have to press MODIFY and then RANKING MODE. If the option is available Game Master will show a menu which lets us to load the old Ranking Mode, Resetting it, etc ... So, if the game is started, at the beginning of the game, a small square will be shown asking for our name. From here our scoring will be stored with our name. We can see the Ranking Mode in any moment (during the game), pressing + in the RANKING MODE menu. In order to save or load in any moment, we'll activate the menu and we'll go to the options of saving and loading. 7.- Advanced Game Master 2. The Game Master 2 program (RC-755), sold by Konami in 1988, was the sequel of Game Master (RC-735). As many Konami games were born after the appearance of Game Master 1, Konami wanted to bring a new version for giving support to those new games (with real dedication to the MSX2 games, because only 3 of them had it in Game Master 1). This program was not so popular as the first version, because of not having more options that the previous Game Master. Even if that is true, it has many surprises that make this version much better than the fist part. The Mega Flash Rom users can enjoy the advantages of the two versions. As the first part, Game Master 2 doesn't work with some programs: [] Synthesizer [] Contra, it is special, as the next one. [] Hai no Majutsushi (Mah-Jong 2), even being special, it lets one option. [] Sony Konami Games (Juno First, Computer Billiards, Sparkie, Crazy Train), the same as Game Master 1. The program adds interesting options. It has inside 3 small games (Hockey, Tennis and Biorythm). Hockey and Tennis are adaptions of the classic game Pong by Nolan Bushnell with interesting options. They are fully compatible with MSX1 as the Game Master 2 cart. Game Master 2 works in the same way as Game Master 1 does, but has some small differences : [] It is not possible to load / save in tape. [] It doesn't work correctly with Vampire Killer, Goemon or Hinotori. [] The generated files by Game Master 2 are NOT COMPATIBLE with the ones generated by GAME MASTER 1. [] Hi Score and Ranking Mode are not supported. The available keys in Game Master 2 (inside the game or menus) are THE SAME as in Game Master 1. So, if you need to know them, just read the Game Master 1 point in this manual. 7.1.- Converting the snapshot files (Screen Data) The used method for using the files generated by Game Master 2 directly from MSX is the same which was explained in the point 6.2.-. The only one difference is when they have to be converted from Basic, because these files will be in MSX2 format if the game required that MSX version. 10 COLOR 15,0,0:SCREEN 5,2 20 BLOAD"FILENAME.VRM",S 30 COLOR = RESTORE 40 A$ = INPUT$(1) The main difference is the screen mode and the restored palette. 7.2.- Using the SRAM. Game Master 2 has a 8KB SRAM included in the original cart. Mega Flash Rom SRAM can do use of it (if the SRAM has 2K the file to be used is the prepared ROM). Before using the SRAM with Game Master 2 it has to be formatted. GM2 formats it as it were a normal unit (floppy disk, HD...). The way to format it using GM2 is, after booting the cart, selecting the SELF menu. After it, SRAM DISK UTILITY has to be selected, and then the FORMAT option. From this menu it is possible to create a FOLDER of the already created files and ERASE them. The SRAM can give us problems which will be shown in an error message. It is given from the own GAME MASTER 2 or from the game used. The possible errors could be originated because of the next errors : [] SRAM is not formatted. It has to be formatted before being used. [] There's no enough memory. The SRAM has only 2k or 8k and the original one has 8k. Then we have to make free space before saving a new file, if this error appears. [] Corrupt SRAM. It is necessary to format it again. The next list shows the Konami games which have SRAM option in order to load / save data : [] Shalom (filename : SHALM) When saving / loading a saved game. [] Pennant Race (filename : PENAN) and Pennant Race 2 (filename : PENA2) When saving the Team information. [] Parodius (filename: PARO) Save : Press (pause) and then press . A message tells if it was a succesful saving. Load : Press (pause) and then press . The saved game will be automatically loaded. [] King's Valley 2, both versions, MSX1 and MSX2 (filename : FILE1,FILE2,FILE3) Saving and Loading from the Load designed by user stages option [] Contra (filename : CONTR) This game doesn't let special modifyings from Game Master 2, but it it lets to Save / Load a saved game in SRAM (using the same method that Parodius uses). [] Nemesis 3 / Gofer no Yabou II (filename : GOFE1, GOFE2) The same method as Parodius. [] Hai no Majutsushi (filename : MAJAH) This game is special as Contra. [] Solid Snake (filename : SNAK1,SNAK2,SNAK3) Saving and loading the game from his own menu. It is NOT necessary that the Game Master 2 is executed directly, or is in the first slot for making use of the SRAM. So, no options can be used but SRAM. Neither Contra nor Majutsushi work correctly with GAME MASTER 2. If Game Master 2 is executed and these games are in other slot (or inside multigame mode) they won't be recognized by Game Master 2. Then the games are not possible to be executed from it. But if the Game Master execution is avoided (pressing or having Game Master 2 in a later slot), then the SRAM will be used. 7.3.- Different loading screens. Game Master 2 boots in 4 different modes depending on the computer used to load it. It changes only the presentation screen though : [] Japanese MSX1. [] Japanese MSX2 or higher. [] International MSX1 (not japanese) [] International MSX2 or higher (not japanese). 7.4.- Different GAME MASTER 2 for Mega Flash Rom. In the Mega Flash Rom, it is possible to execute different versions of the Game Master 2 which we prepared. So, we have 3 versions : [] Game Master 2 8 K SRAM : Game Master 2 prepared for using the SRAM in Mega Flash Rom SRAM 8 K. [] Game Master 2 2 K SRAM : Game Master 2 prepared for using the SRAM in Mega Flash Rom SRAM 2 K. [] Game Master 2 PACK : Special for multigames. In this Game Master 2 it is not possible to use the SRAM yet. So, with first two ones it is possible, for example, the Mega Flash Rom with a ROM loaded (Game Master 2) and any other Konami game in the other slot. Then we will enjoy the advantages that Game Master 2 provides. It should be remembered that exist modified ROMs for using that SRAM, but they do NOT have the Konami saving format. 8.- Greetings. The authors want to thank the collaboration of the next people : * Francisco Alvarez Babea (Saeba) : For his help with the betatests of the program and because of the translation of all the texts into English. * Kazuhiro Tsujikawa : For his advices in the Mega Flash ROM boards development. * Okei: For her excelents versions of Game Master 2, and her help. 9.- Authors and Contact. If you want contact the authors : * Armando Perez Abad (Ramones): e-mail : armando.perez@wanadoo.es s-mail : Armando Perez Abad C/ Santo Tomas 2-21 46100 Burjassot (Valencia) SPAIN Fidonet : 2:343/107.20 * Manuel Pazos : e-mail : mpazos@mundivia.es s-mail : Manuel Pazos C/ Faustino Cavadas, 29 39011 PEŅACASTILLO (SANTANDER) SPAIN Dedicated WEB to OPF and the Mega Flash Rom Boards : http://soft.mundivia.es/mpazos/ In its Mega Flash Rom section. (c) 2003 Manuel Pazos and Armando Perez (Ramones).