Preserving Nintendo's History
Minolta 2162A ADJ. PROGRAM
- - togemet2

The following cartridge was used within authorized Minolta camera repair stores. It was a cheaper and easier alternative to test and diagnose faulty units using a Game Boy rather than creating a unique testing devices for each new camera. The setup would’ve been connected to the camera via a special jig and a “HIT I/F Box” (really a modified Multi Tap), which was connected to the Game Boy’s link cable port.

Please note that this cartridge is for use with the Minolta Dynax/Maxxum 7.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy         
File:               2162A.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              74ECD4BF
MD5:                4A50476F83A1755918D43B41DC869110
SHA1:               6E0121C4CB9CB82CA7EE1004F90F9954F062D927
SHA256:             AC6D5164F2D2EEB65F1938293684D4D241C5DA85D271C9AD215F2A674726A711
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0xF73D)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Minolta 2162 ROM PACK A IV
- - togemet2

The following cartridge was used within authorized Minolta camera repair stores. It was a cheaper and easier alternative to test and diagnose faulty units using a Game Boy rather than creating a unique testing devices for each new camera. The setup would’ve been connected to the camera via a special jig and a “HIT I/F Box” (really a modified Multi Tap), which was connected to the Game Boy’s link cable port.

Please note that this cartridge is for use with the Minolta Dynax/Maxxum 7.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy       
File:               2162.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              54A6AEC4
MD5:                BCDEA9C2628C4913EE1036C161D69CE0
SHA1:               58202D2F8F823C52C09275DF3FA63B4B2A630BDC
SHA256:             64E4518F59413D5225A9F703863BC82447904BA3BF86CB63521D5FE8E7BC2C97
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0x819C)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Minolta 2098 RomPack II for CUSTOM
- - togemet2

The following cartridge was used within authorized Minolta camera repair stores. It was a cheaper and easier alternative to test and diagnose faulty units using a Game Boy rather than creating a unique testing devices for each new camera. The setup would’ve been connected to the camera via a special jig and a “HIT I/F Box” (really a modified Multi Tap), which was connected to the Game Boy’s link cable port.

Please note that this cartridge is for use with the Minolta Dynax/Maxxum 9.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy          
File:               2098.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              1B7EB836
MD5:                2AAA6042A1D6C7FE2F3300C8A1158EF0
SHA1:               DC0F429CC1EAC8DD9009A9B30DAB0803099BE646
SHA256:             0CA9A503FACBAF9EA3E2469B4C33595CB28C435473B063CF9092D116E47AD271
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0xBA23)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Minolta 2097 ROM PACK II
- - togemet2

The following cartridge was used within authorized Minolta camera repair stores. It was a cheaper and easier alternative to test and diagnose faulty units using a Game Boy rather than creating a unique testing devices for each new camera. The setup would’ve been connected to the camera via a special jig and a “HIT I/F Box” (really a modified Multi Tap), which was connected to the Game Boy’s link cable port.

Please note that this cartridge is for use with the Minolta Dynax/Maxxum 600si.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy         
File:               2097.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              0A9AB6E7
MD5:                BA33DA96BD133A788492F410170EB27C
SHA1:               68968D1B1FC84B2381159C0938675D2048C57EE2
SHA256:             8964B18B070C9A4A688482F908A4423E5668E2A459E8CB6E3FE664B68E43DCC6
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0x6750)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Minolta 2085 ROM PACK
- - togemet2

The following cartridge was used within authorized Minolta camera repair stores. It was a cheaper and easier alternative to test and diagnose faulty units using a Game Boy rather than creating a unique testing devices for each new camera. The setup would’ve been connected to the camera via a special jig and a “HIT I/F Box” (really a modified Multi Tap), which was connected to the Game Boy’s link cable port.

Please note that this cartridge is for use with the Minolta Dynax/Maxxum 3xi.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy          
File:               2085.GB
BitSize:            256 Kbit
Size (Bytes):       32768
CRC32:              DE660A82
MD5:                56E82954ECE9A4A247CCD531EC6AA1EA
SHA1:               D0E586988108B7238BEBCAC055CB7C6982ABF81C
SHA256:             5714EFFE6234CA04B06ED497168DE1AFA06F4D32C48D9EF301E1CB1F5EB03FD1
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Ok; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0x8915)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Voodooween for sending this in for release!

Mario Kart - Double Dash!! (USA) (Prototype)
- - togemet2

Today we’ve preserved a very special piece of software, a post release debug build of Mario Kart: Double Dash!! This build served some sort of purpose at Nintendo’s Research & Engineering Division (commonly referred to as NCL RED). It’s dated roughly half a year after the retail game’s release, so it’s purpose is currently unknown. Although one thing that should be noted is that it contains many debug functions within and can be enabled by the player!

Screenshot

Differences

  • Contains a build date on the Nintendo bootup screen (Mon Jul 5 13:04:10 2004)
  • Various debug menus can be enabled via button combinations.
  • Debugging symbols are intact.

Debug Menus

  • Z + Start to open main debug menu (can only be enabled on title and menus outside of a race).
  • Pressing Y on the LAN screen brings up various bits of debug info.
  • Pressing L + D-Pad Down mutes the BGM.

Screenshot

The following debug functions can be enabled by plugging in and using a second controller into the GameCube:

  • R+Z to enable or disable debug info screen
  • L/R to change between Usr Page, Mem Map, Proc Time
Usr Page: 
    Use C-Stick Left and Right to change page
    has more info during race
Proc Time: 
    C-stick to start or stop a timer for measurement. 
    Press Y to toggle extra info (e.g. during race)
Mem Map: 
    C-stick Up/Down to select an item, 
    Press A to view more details about the item in Heap Spec.
    Hold Start, makes green/red bar at bottom bigger (shows System Heap in more detail?)
Heap Spec:
    Press B to return back to Mem Map
    C-stick left/right are supposed to decrement/increment some value.

Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo GameCube        
File:               GM4E01.iso
BitSize:            10 Gbit
Size (Bytes):       1459978240
CRC32:              2477E93F
MD5:                F1C8CD08BEA08E16AC8F526FB259017D
SHA1:               AA9341AB5DABCA27BC829A5FD8E9C535B11E166A
SHA256:             3A31632C56B6121C0E718AED6F3C2DB0583A0C2540D4FFA5159CBF984E7D651B
----| Header Data |------------------------------------------------
Game Title:         43 2004.07.05 MarioKartUM.gcm
Game Serial:        GM4E (USA)
Maker Code:         01 (Nintendo)
Version:            0x00 (v1.0)
Disc Id:            1

Disc Images

Disc Front

Overview Video

Gauntlet II (USA) (Prototype)
- - togemet2

The following is a prototype of Gauntlet II for the Game Boy, developed by Tengen and published by Mindscape. The cartridge was originally owned by Steve McKay, former General Manager of Nintendo’s Mexico division. Upon opening the shell we were greeted by dead spiders and dirt. Thankfully it survived long enough in time to be preserved!

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Minor graphical differences.
  • Different map layouts (first area was flipped in the retail).
  • Incomplete header.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy          
File:               Gauntlet 2.gb
BitSize:            2 Mbit
Size (Bytes):       262144
CRC32:              965BBE1F
MD5:                066C7301810022D1232386B4EEAB6DE3
SHA1:               53E6162E9276318F357A1E2E5BD706D4E4FD47D2
SHA256:             AE3C9347071AFCB256342E80214EB542DCE75F9EC96CCB0CEC6B492DE84EE50F
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x01 (ROM + MBC1)
ROM Size:           0x01 (Bad; 512 Kbit; 65536 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE5 (Ok)
Global Checksum:    0x0000 (Bad; 0x76A5)

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Star Wars Trilogy - Apprentice of the Force (USA) (Prototype)
- - togemet2

The following is a prototype of Star Wars Trilogy: Apprentice of the Force for the Game Boy Advance, developed by Ubisoft and LucasArts.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • The differences within this build are currently unknown. If you happen to know the game well and know the differences between the retail release and this prototype, please let us know!

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance         
File:               Star Wars Trilogy - Apprentice of the Force.gba
BitSize:            64 Mbit
Size (Bytes):       8388608
CRC32:              B5D61C72
MD5:                95EF9BDA30E0392F319EE8617BD2DCA0
SHA1:               DDF8EDAA7436FD5A7282867369F294D6907F9A52
SHA256:             3C75C4326997A92309B73A7FA26DF68FDAFAA55B564FB1757723B78DB35B6AC3
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              SWAPPRENTICE
Serial:             BCKE (USA)
Maker Code:         41 (Ubi Soft Entertainment)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x42 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V124
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Viva Pinata - Pocket Paradise (USA) (Prototype)
- - togemet2

The following is a prototype of Viva Pinata: Pocket Paradise for the Nintendo DS, developed by Rare and THQ. It appears to be quite late into development, with just a few minor differences.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Changes within the game’s introduction.
  • Differences within various stage assets.
  • FMV differences.
  • Most of the contents in the “ftc” folder do not match retail.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo DS         
File:               VIVAPINATADS_CP3E78_00.nds
BitSize:            1 Gbit
Size (Bytes):       134217728
CRC32:              5F552299
MD5:                6DA320611D2D02FE9468B11E016545C1
SHA1:               75BEF2E08B7C70FD09219C9AE8C11CC4DE051C5A
SHA256:             A808DDBF37D1B36EF561DE337870A75394062A920FE79AF9681DB3802D2B1E17
----| Header Data |------------------------------------------------
Game Title:         VIVAPINATADS
Game Serial:        CP3E (USA)
Maker Code:         78 (THQ)
Unit Code:          0x00
Encryption Seed:    0x00
Device Size:        0x0A (Ok; 1 Gbit; 134217728 Bytes)
Asian Region:       0x00
Reserved 1:         0x000000000000000000
Version:            0x00 (v1.0)
Autostart:          0x00 (No)
ARM9 ROM Offset:    0x00004000
ARM9 Entry Address: 0x02000800
ARM9 RAM Offset:    0x02000000
ARM7 ROM Offset:    0x00119E00
ARM7 Entry Address: 0x02380000
ARM7 RAM Offset:    0x02380000
FNT Offset:         0x0013E600
FNT Size:           0x00000903
FAT Offset:         0x0013F000
FAT Size:           0x00000500
ARM9 Overlay Offset:0x000C5400
ARM9 Overlay Size:  0x00000180
ARM7 Overlay Offset:0x00000000
ARM7 Overlay Size:  0x00000180
Normal CMD Setting: 0x00416657
Key1 CMD Setting:   0x081808F8
Icon Address:       0x0013F600
Secure CRC16:       0x28D5 (Bad; 0xF3FF; Decrypted)
Secure Timeout:     0x0D7E
ARM9 Autoload Address:0x02000A74
ARM7 Autoload Address:0x02380188
Secure Disable:     0x0000000000000000
Used Rom Size:      0x07635834 (123951156 Bytes)
Header Size:        0x00004000 (16384 Bytes)
Logo CRC16:         0xCF56 (Ok)
Header CRC16:       0x8559 (Bad; 0x0000)
----| Icon/Title Data |--------------------------------------------
Icon Version:       0x0001
Icon CRC16:         0x6E1A (Ok)                                                                                      
English Title:
Viva Piñata™
Pocket Paradise
Rare/THQ
----| Encrypted Data |---------------------------------------------
Encrypted Secure:   0x28D5 (Ok)
Encrypted CRC32:    F9B96017
Encrypted MD5:      B808BB5CCC565A55189B8340DA3DD3C2
Encrypted SHA1:     E46B64312CA36FE80BB59F20370DFB8B91B10E80
Encrypted SHA256:   EFC34EF37C44913BEE9FE162B59248A2BB322D625803E3EB23DEF97166E39D4B

Board / Cartridge Images

Cart Front

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Mysterium (USA) (Prototype)
- - togemet2

The following is a prototype of Mysterium for the Game Boy, developed by Maxis and published by Asmik. The cartridge was originally owned by Steve McKay, former General Manager of Nintendo’s Mexico division.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Minor changes within the graphic data.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy         
File:               Mysterium_GB.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              004C1AF7
MD5:                EECABC069331CE1512CBA30442AD2980
SHA1:               82E058A7608A04A2837D0D8FE810270F804B43F3
SHA256:             987A92FA047F3FB51E6251606DADC707C10BB12A67AB4624C46A7530D59CE55B
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              MYSTERIUM       
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x01 (ROM + MBC1)
ROM Size:           0x02 (Ok; 1 Mbit; 131072 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0xE8 (Asmik)
Version:            0x00 (v1.0)
Header Checksum:    0x2C (Ok)
Global Checksum:    0x0000 (Bad; 0x8EC2)

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Casper (USA) (Prototype)
- - togemet2

The following is a prototype of Casper for the Nintendo Game Boy, published by Natsume. It appears to be much earlier than the build released a while back by Nintendo Player. I highly recommend reading their article on it, where they interviewed multiple people connected to the game’s development!

Please note that both the original dump (as well as a modified dump for emulator compatability) are included within this release.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • It’s possible to force the game to advance to the next areas without completing the minigames.
  • The only playable minigame is OOZ Blaster (accessed via pressing the start button).
  • Sprites and HUD contains differences
  • When Casper is moving to the next area, a small cutscene plays (which are quite similar to the retail).

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy     
File:               Casper (Prototype).gb
BitSize:            64 Mbit
Size (Bytes):       8388608
CRC32:              2EB0C568
MD5:                F803E8601BF9E6B156B3D24D2451795F
SHA1:               FC0034C3C42DFDDDA28C980E29EA6C5C979FDC52
SHA256:             098464CC434D758A2E00BB70EA8FC545F72D84919D41683AABEAA79CC5F87AB8
----| Header Data |------------------------------------------------
Entry Point:        0x034AC3F3
Logo Code:          Ok
Title:                              
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x00 (ROM)
ROM Size:           0x00 (Bad; 256 Kbit; 32768 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0x00 (Unknown)
Version:            0x00 (v1.0)
Header Checksum:    0xE7 (Ok)
Global Checksum:    0x0000 (Bad; 0xD920)

Board / Cartridge Images

PCB Front
Cart Back

Special Thanks

Massive thanks to Clarkzer0 for sending this in for release!

Sonic Advance 2 (USA) (Prototype)
- - togemet2

The following is a near final build of Sonic Advance 2 by Sega. This cartridge was likely a review build which came directly from Nintendo shortly after their licensing of the game. Evidence of this can also be seen on the back of the cartridge where Nintendo’s asset sticker can be found.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Byte changes within the header.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance        
File:               Sonic Advance 2 (Prototype).gba
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              7368A863
MD5:                BB5388A63C4CED0F72DCA1CE62775EFF
SHA1:               47DB906C26DAD6D17792D22D975CA0D851B8B65E
SHA256:             A8D872B70F051849C9DF08E955A9094C444B690B8FF5B34E1A4DA9D0C339FD90
----| Header Data |------------------------------------------------
ROM Entry Point:    EA00002E
Logo Code:          Ok
Title:              SONICADVANC2
Serial:             A2NE (USA)
Maker Code:         8P (SEGA Japan)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x68 (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               FLASH512_V130
Size:               512 Kbit

Board / Cartridge Images

Cart Front
Cart Back

Cart Saveboard

Special Thanks

Massive thanks to Clarkzer0 for sending this in for release!

Uninvited (USA) (Prototype)
- - togemet2

The following is a prototype for an American localization of Akuma no Shotaijo by Kemco. The development PCB is housed within a Famicom Disk System RAM adapter shell (HVC-TK22EPROM-01) and has a sticker noting a date of August 30th, 1990. Getting a look at the PCB on the inside shows that the CHR date was a little earlier, at August 23rd. Uninvited ended up getting released in North America in June of 1991. A single save file from slot 1 was also able to be extracted and is included within this release.

Screenshots

Screenshot Screenshot Screenshot

Differences

  • Upon bootup, “Licensed by Nintendo of America” is absent from underneath the Kemco logo.
  • Options are only able to be selected manually via the D-Pad instead of being able to press select to navigate in the final.

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Nintendo Entertainment System          
File:               Uninvited (Proto).nes
BitSize:            2 Mbit
Size (Bytes):       262160
CRC32:              67398A1C
MD5:                701A9992F95FF27B13003B4EC5F99DA6
SHA1:               011F5E48854892C6B02A738274D9907A22AD31A4
SHA256:             067D438A56B857D6AFE16D47A7FC3A2D2B68295F2F617FAB367174ED54376D3B
----| iNES Header Data |-------------------------------------------
Num ROM Banks:      0x08 (128 KBytes)
Num VROM Banks:     0x10 (128 KBytes)
Mirroring:          0 (Horizontal)
Save RAM:           1 (Yes)
Trainer:            0 (No)
4-Screen VRAM:      0 (No)
VS-System Cartridge:0 (No)
ROM Mapper:         4 (Nintendo MMC3)
Num RAM Banks:      0x00 (None or 8 KBytes)
Display:            0 (NTSC)
----| NES Header Data |--------------------------------------------
Title:              ????????????????
PRG-ROM Checksum:   0xFFFF (Bad; 0xFB2C)
CHR-VROM Checksum:  0xFFFF (Bad; 0x5E1C)
PRG Size:           0x15 (33554432 KBytes)
CHR Size:           0x15 (16777216 KBytes)
Mirroring:          0x15 (Horizontal)
Board Type:         0x15
Unknown 1:          0xC7ECC7EC
Maker Code:         0xC7 (Unknown)
Unknown 2:          0xEC
Vectors:            0xC7EC00E849EB
----| Headerless Data |--------------------------------------------
Size (Bytes):       262144
CRC32:              79EC0375
MD5:                1400436FA2748E3F1C0A3CF6695D3F34
SHA1:               1454470403501D981A1BBFC80E0563F0A2A044B9
SHA256:             99388D30E0DCF420B2600DE9E18A5F4B4C2BA3FA8DFEDD2E52CEF9C743AA4EA6

Board / Cartridge Images

Cart Front
PCB Front

Special Thanks

Massive thanks to Clarkzer0 for sending this in for release!

Riddick Bowe Boxing (USA) (Prototype)
- - togemet2

The following is a prototype of Riddick Bowe Boxing by Extreme. It was originally owned by Steve McKay, former General Manager of Nintendo’s Mexico division. The differences within this build are currently unknown. If you happen to know the game well and know the differences between the retail release and this prototype, please let us know!

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy        
File:               riddick.gb
BitSize:            1 Mbit
Size (Bytes):       131072
CRC32:              A07512A6
MD5:                702AE9F811D191B73ADC3F5FBCFA8AAA
SHA1:               69685EAFFA523BF199BE0C540D9EB561BB27D584
SHA256:             4F3F71D7A73EC3629D19499319A970882C8F7FAEFCE02CC3AE50926807410144
----| Header Data |------------------------------------------------
Entry Point:        0x0150C300
Logo Code:          Ok
Title:              RIDDICK BOWE    
New Licensee Code:  N/A
SGB Support:        0x00 (No)
Cartridge Type:     0x01 (ROM + MBC1)
ROM Size:           0x02 (Ok; 1 Mbit; 131072 Bytes)
RAM Size:           0x00 (None)
Old Licensee Code:  0xF3 (Extreme Ent. Grp.)
Version:            0x00 (v1.0)
Header Checksum:    0xA9 (Ok)
Global Checksum:    0x0F90 (Ok)

Board / Cartridge Images

Cart Front
Cart Back

Special Thanks

Massive thanks to Rezrospect for sending this in for release!

Game Boy Advance Backup Mem. Quick-Copy
- - togemet2

Similarly to the “Backup LIB sample” test cartridge, this was also created to test the saving ability on development cartridges. However, instead of having the ability to write various hexadecimal patterns, it is only able to load, save, and erase the data contained on the save sub-board.

Screenshots

Screenshot Screenshot Screenshot

ROM Information

----| File Data |--------------------------------------------------
System:             Nintendo - Game Boy Advance        
File:               QUICKCOP.GBA
BitSize:            256 Mbit
Size (Bytes):       33554432
CRC32:              689CAF43
MD5:                9512A725EFAA6B4FB7C250E493F7850B
SHA1:               0D8AF9FE571C7D567A4D656445DD18E1C9B4F994
SHA256:             37AA22B21DC514F3C38BFF0877368C6DCB46E0884C5CB624C3DB5BDF27CBD219
----| Header Data |------------------------------------------------
ROM Entry Point:    EA000036
Logo Code:          Ok
Title:              _QUICKCOPY_ 
Serial:                  (Unknown)
Maker Code:         01 (Nintendo)
Fixed Value:        0x96 (Ok)
Unit Code:          0x00
Device Code:        0x00
Reserved 1:         0x00000000000000
Version:            0x00 (v1.0)
Complement:         0x7A (Ok)
Reserved 2:         0x0000
----| Backup Media |-----------------------------------------------
Chip:               EEPROM_V124
Size:               4/64 Kbit

Board / Cartridge Images

Cart Front

Playthrough Video

Special Thanks

Massive thanks to Acey for sending this in for release!