I had plans to make a connector myself with thick enough single core wire and epoxy but as I have a pair of real connectors coming my way soon I’ll put this idea on the shelf for now.
I have thought of it as a pcb with two 21 pin male connector strips and the cartridge connector attached on that PCB. Then it simply slides into the eprom programmer and can be read as a 27C160. And then either an adapter for when reading the sram or a set of jumpers that can be set to activate the sram… This way to try and keep away from a lot of wiring that might cause problems.
A FlashBoy PCB? Did you buy a FlashBoy just to make a single game cartridge? Two 8bit 1Mbit PLCC-circuits (or larger for that matter) and an ordinary PCB without the memory should have been enough… to keep the costs down.
Remember to add your high score to the list then, I guess I should give this game a go as well. Today it’s been mostly 3D Tetris. http://www.vr32.de/modules/games/?r014h
DogP wrote:
I know there’s a lot of interesting stuff in Vertical Force… you can get to the debug menu by adding a cheat in Red Dragon. But most games have some text in them, I’m mostly interested in finding the ones that weren’t supposed to be found 😉 .
DogP
Is it likely there’s some key combination that let’s you enter this debug menu? Or is it residue from a development version?
I checked “axs” number “with ink on it” in the calculator and the number supplied does not compute. However if it’s 90 or 29 instead then the control digit is 3. I didn’t check all 100 variations for which ones ended up with a 3 as control digit but I guess something from those two digits the label is visible?
So it could be VN10050490[3] or VN10050429[3] and probably about eight other numbers as well.
If Hedgetrimmer want to change it in the game and can’t handle the menu after doing so there’s also the option of adding a switch/es to swap between the two setups. I’m guessing it would be a quicker fix than to edit the game itself.