![]() An automatic batteryless saving patcher for GBA is also currently being developed by metroid-maniac.īootlegs are never recommended to run backups and getting a proper flash cartridge will always be providing the best possible experience. For Game Boy Advance, some homebrew such as Jagoomba Color and PocketNES exist in batteryless SRAM versions as well. Batteryless SRAM patches sourced from various bootlegs are being collected in acocalypso’s GitHub repository. There is currently no tool, tutorial or universal way of creating these batteryless patches for Game Boy, so it is recommended to use cartridges that come with a save battery pre-installed. Because SRAM chips lose their data on power off, a batteryless patch will use SRAM only as temporary storage while the game runs and copy over the save data into ROM (esentially re-flashing part of its own ROM). This is true for both Game Boy and Game Boy Advance. Bootleg cartridges that have SRAM but no battery are not designed to work with unmodified ROMs and will need a “batteryless patch”. Note: The SRAM save type requires a battery inside the cartridge to retain the data. On Game Boy Advance, 32 KiB or 128 KiB is mostly used but access may be limited to 64 KiB if additional logic is not present. On Game Boy, they’re mostly 32 KiB in size. Reproductions, clone and bootleg cartridges with a battery are usually compatible with SRAM save types. You can look up save types used by official games in this spreadsheet. ![]() Official GBA games have one of five save types: You can look up save sizes used by official games in this spreadsheet. There’s also some rare games with EEPROM and FLASH save types, but as they are very obscure, they are not detailed here. 1M SRAM (128 KiB) - only Game Boy Camera, GB-Memory cartridge, Game Boy Wars 3, Mobile Golf and Super Gals! Kotobuki Ran.512K SRAM (64 KiB) - only Japanese Pokémon Crystal.There’s different sizes of SRAM save types: But for EEPROM or FLASH, the size must be exactly right or it won’t work. As for SRAM, a larger chip usually is no problem. The cartridge’s save hardware must match what the game was developed for, or else a patch is required. 6 Problems with re-writing some prototype or pre-patched games SRAM based saves to GBA carts.5 Problems with re-writing games that utilise EEPROM or Flash based saves to GBA carts. ![]()
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