ROM Header: Difference between revisions

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{| class="wikitable"
|+
!Offset
!Size
Line 15 ⟶ 14:
 
 
All known commercial games use 0x80<code>80 0x3737 0x1212 0x4040</code> in these bytes.
 
 
These fields could be tuned in replica cartridges to adapt to the actual maximum physical speed that the ROM can be accessed, but please pay attention that many emulators expect to find the 4 "standard" values here and actually use them as a "fixed ID" to detect if the ROM dump was byte-swapped.
 
If you are an emulator author, please make sure that your emulator can load a ROM with arbitrary values in these first 4 bytes, and assume the ROM is in plain "big-endian" format (not byte swapped, not endian swapped). All modern homebrew ROMs should ship in plain format anyway, as the other formats are obsolete and strongly discouraged.
|-
|0x04
|0x4
|Clock Rate
|Constant value used by libultra versions 2.0I and earlier, to naively calculate how much real-time has passed based on the CPU's Count register.
|This field is masked by 0xFFFFFFF0 to obtain the proper clock rate value.
 
The value is masked by 0xFFFFFFF0, then multiplied by 0.75 to account for the CPU clock's multiplier (1.5x) and that the Count register increments every 2 CPU cycles.
However, if the masked value equals zero, libultra defaults to 0x03B9ACA0 (62,500,000) before multiplying by 0.75.
 
All known ROMs, except those listed below, have this field set to 0x0000000F.
A value of 0 appears to use the default clock rate of 62.5MHz.
{| class="wikitable"
! Clock Rate !! libultra ver. !! Game Code !! Title
|-
| 0x03B9ACAF || 2.0D || NCUP || Cruis'n USA (Europe)
|-
| 0x03B9ACAF || 2.0D || NCUE || Cruis'n USA (USA) (Rev A)
|-
| 0x03B9ACAF || 2.0D || NCUE || Cruis'n USA (USA) (Rev B)
|-
| 0x03B9ACAF || 2.0D || NCUE || Cruis'n USA (USA)
|-
| 0x03A07F5F || 2.0G || NDMP || Doom 64 (Europe)
|-
| 0x03A07F5F || 2.0H || NDMJ || Doom 64 (Japan)
|-
| 0x03A07F5F || 2.0G || NDME || Doom 64 (USA) (Rev A)
|-
| 0x03A07F5F || 2.0G || NDME || Doom 64 (USA)
|-
| 0x03B9ACAF || 2.0G || NXGP || NBA Hangtime (Europe)
|-
| 0x03B9ACAF || 2.0G || NXGE || NBA Hangtime (USA)
|-
| 0x03A07F5F || 2.0I || NRIP || New Tetris, The (Europe)
|-
| 0x03A07F5F || 2.0I || NRIE || New Tetris, The (USA)
|-
| 0x03A07F5F || 2.0H || NQKP || Quake 64 (Europe)
|-
| 0x03A07F5F || 2.0H || NQKE || Quake 64 (USA)
|-
| 0x03A07F5F || 2.0F || NFXJ || Star Fox 64 (Japan)
|-
| 0x03A07F5F || 2.0H || NFXE || Star Fox 64 (USA) (Rev A)
|-
| 0x03A07F5F || 2.0H || NFXE || Star Fox 64 (USA)
|-
| 0x03A07F5F || 2.0D || NSWP || Star Wars - Shadows of the Empire (Europe)
|-
| 0x03A07F5F || 2.0D || NSWE || Star Wars - Shadows of the Empire (USA) (Beta)
|-
| 0x03A07F5F || 2.0D || NSWE || Star Wars - Shadows of the Empire (USA) (Rev A)
|-
| 0x03A07F5F || 2.0D || NSWE || Star Wars - Shadows of the Empire (USA) (Rev B)
|-
| 0x03A07F5F || 2.0D || NSWE || Star Wars - Shadows of the Empire (USA)
|-
| 0x03A07F5F || 2.0D || NSWJ || Star Wars - Teikoku no Kage (Japan)
|-
| 0x03A07F5F || 2.0I || NEPP || Star Wars Episode I - Racer (Europe) (En,Fr,De)
|-
| 0x03A07F5F || 2.0I || NEPJ || Star Wars Episode I - Racer (Japan)
|-
| 0x03A07F5F || 2.0I || NEPE || Star Wars Episode I - Racer (USA)
|}
Using Doom 64 as an example, 0x03A07F5F is masked to 0x03A07F50 (60,850,000), and then multiplied by 0.75 equals 0x02B85F7C (45,637,500).
 
Keep in mind that there is no known way for software to change the clock frequency used by either the RCP or CPU. So if/when games use the Count register divided by 46,875,000 to measure a real-time second, the calculated result will be inaccurate.
 
[[User:Polprzewodnikowy|Polprzewodnikowy]] from the N64brew Discord, experimented with Doom 64 and Star Fox 64 on real hardware. They found that increasing this value increases the delay before the copyright screen or Nintendo logo (respectively) shows up on screen.
Cruis'n USA sets this field to 0x3B9ACAF, which results in a value of 6085000 (60.85MHz). Other titles, such as Star Fox 64, set this field to 0x3A07F5F, which results in a value of 6250000 (62.5MHz).
|-
|0x08
|0x4
|Boot Address
|Initial PC in RDRAM. IPL3 will jumpDMA 1 MiB of ROM code from offset 0x1000 to this address when it has finished initializing the hardware, and then jump here to boot the ROM. The most common value for this field is 0x80000400.
 
 
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|Revision version of libultra, as ASCII letter.
|}
For instance, libultra version "2.0L" is reported as 0x14<code>00 0x4C.00 14 4C</code>
 
 
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|0x10
|0x8
|Check Code
|64-bit check code calculated on 1 Mbyte of ROM contents starting from offset 0x1000 (after IPL3). This check code is computed with a custom algorithm implemented by IPL3 that verifies the integrity of the ROM before booting it. If the check code doesn't match, IPL3 refuses to boot the ROM and hangs the console.
 
 
Sometimes, these 8 bytes are referred to as "CRC HI" / "CRC LO" or "CRC1/2", but the check code algorithm is not a CRC, and splitting it into two 4-byte words seem confusing when it is really a 64-bit value.
 
 
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For the Conker's Bad Fur Day debug ROM, this field is set to <code>6F 23 01 3A 2F C9 CB 36</code>. For the Perfect Dark debug ROM, this field is set to <code>54 E4 D8 38 2F BD 95 36</code>. Since both of these games were made by RAREWARE, this field could be a check code for their Security Dongle hardware, which was required to be able to boot these games on the N64.
 
 
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|0x3B
|0x4
|Game Code
|The game code is 4 ASCII characters that are split up into 3 parts - the category code, the unique code and the destination code.
{| class="wikitable"
Line 114 ⟶ 174:
|0x0
|0x1
|Category Code
|An alphanumeric character that specifies the kind of media the game is stored on.
{| class="wikitable"
Line 122 ⟶ 182:
|-
!D
|64DD Disk
|-
!C
|Expandable Game: Game Pak Part
|-
!E
|Expandable Game: 64DD Disk Part
|-
!Z
Line 136 ⟶ 196:
|0x1
|0x2
|Unique Code
|Two alphanumeric characters that identify the game.
|-
|0x3
|0x1
|Destination Code
|An alphanumeric character that specifies the destination the game is intended for.
{| class="wikitable"
|+
|A
!7
|All
|Beta
|
|H
!G
|Netherlands
|Gateway 64 (NTSC)
|
|S
!P
|Spain
|European
|-
|B
!A
|Brazil
|Asian
|
|I
!H
|Italy
|Dutch
|
|U
!S
|Australia
|Spanish
|-
|C
!B
|China
|Brazilian
|
|J
!I
|Japan
|Italian
|
|W
!U
|Scandinavia
|Australian
|-
|D
!C
|Germany
|Chinese
|
|K
!J
|Korea
|Japanese
|
|X
!W
|Europe
|Scandinavian
|-
|E
!D
|North America
|German
|
|L
!K
|Gateway 64 (PAL)
|Korean
|
|Y
!X
|Europe
|European
|-
|F
!E
|France
|North America
|
|N
!L
|Canada
|Gateway 64 (PAL)
|
|Z
!Y
|Europe
|European
|-
|G
!F
|Gateway 64 (NTSC)
|French
|
|P
!N
|Europe
|Canadian
|}
|}
Line 215 ⟶ 275:
|0xFC0
|IPL3
|This area contains the [[IPL3|IPL3 boot code]]. Each ROM ships its own IPL3 that is meant to work together with the [[CIC]] installed in the ROM. Before running IPL3, IPL2 checks its checksum also using a seed coming from the CIC, which binds each IPL3 code to a specific version of CIC.
|}
 
== Advanced Homebrew ROM Header ==
The Advanced Homebrew ROM Header format is a convention that has been agreed upon in the N64 homebrew community to add additional information in the header, using unused fields. The goal of this convention is to let homebrew ROMs declare the correct saveype and controllers that are expected to play the game. The format has been introduced by the EverDrive 64 flashcard and has been later enhanced by the homebrew community.
 
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Instead, by using the Advanced Hombrew ROM Header, emulators can automatically configure the required emulated hardware as expected without having to keep any additional database, by simply decoding specific fields of the ROM header. In addition to emulators, also development flashcarts and loaders can use this format to automatically configure the correct savetype when the ROM is loaded.
 
=== Homebrew ROM Header special flags ===
{| class="wikitable"
!Offset
Line 235 ⟶ 295:
|1
|Controller 1
| This byte contains the suggested / expected controller hardware that should be attached to port 1.
Values 0x01-0x7F indicate a standard N64 controller, possibly with some installed pak.
 
Line 255 ⟶ 315:
|N64 controller with Controller Pak
!0x82
|Gamecube controller
|-
!0x03
Line 263 ⟶ 323:
|-
!0xFF
|Nothing attached to this port
!0x84
|Gamecube keyboard
Line 273 ⟶ 333:
|1
|Controller 2
| This byte contains the suggested / expected controller hardware that should be attached to port 2. See byte 0x34 for more information.
|-
|0x36
|1
|Controller 3
| This byte contains the suggested / expected controller hardware that should be attached to port 3. See byte 0x34 for more information.
|-
|0x37
|1
|Controller 4
| This byte contains the suggested / expected controller hardware that should be attached to port 4. See byte 0x34 for more information.
|-
|0x3C
|2
|Game ID
|This must contain the ASCII characters "ED". It is used as an ID to identify that the Advanced Homebrew ROM header format Is being used by this ROM.
|-
|0x3F
Line 332 ⟶ 392:
|}
 
=== Support by emulators ===
Emulators not listed here do not support the advanced homebrew ROM header format.
{| class="wikitable"
|+
!Emulator
!Savetype
!Current support
!Controllers
|-
|Ares
|Yes
|Supports Savetype only
|Yes
|-
|cen64
|Yes
|Supports Savetype only
|No
|-
|Parallel Launcher
|Yes
|Yes
|-
|mupen64plus (core)
|Yes
|No
|-
|Rosalie's Mupen GUI
|Yes
|No
|}
 
=== Support by flashcarts ===
Support by flashcarts can vary depending on the USB loader being used and/or the flashcart operating system. Notice that flashcarts can emulate a specific savetype but have nothing to do with controllers, so the maximum expected support is related to savetype.
{| class="wikitable"
Line 355 ⟶ 430:
|-
| rowspan="4" |64drive
|64drive official C tool
|None
|-
|64drive menu
|None
|-
Line 365 ⟶ 440:
|-
|UNFLoader
|Savetype supported
|None
|-
| rowspan="3" |Everdrive 64
Line 375 ⟶ 450:
|-
|UNFLoader
|Savetype supported
|None
|-
| rowspan="3" |SummerCart64
|N64FlashcartMenu
|Savetype supported
|-
|sc64deployer
|Savetype supported
|-
|UNFLoader
|Savetype supported
|}