Originally Posted by
Kiddo
As for the "selfdestruction" as you've put it (since I don't really know the proper-term, I refer to it as an "Auto-lock", which is the most accurate description of what it does.)... that function kind of works different ways depending on what the software is.
To start with, not every game is designed to auto-lock - although ones that don't auto-lock tend to be the exception rather than the rule. I've heard that the Squaresoft game line (which include Radical Dreamers, Treasure Conflix, Dynamitracer, Koi Ha Balance and the Chrono Trigger Omake series) and the Kirby no Omachahako line are examples of content that does not auto-lock. Also, content which is not gaming, such as Sateillaview-format magazines, don't auto-lock.
On the other hand, Soundlink titles are ALWAYS auto-locked, because a player is not even supposed to know Soundlink data is in an 8M Memory Pack to begin with. This is why a Soundlink game will never boot directly from the BS-X, and why many of these can go undetected and not ROM dumped.
Now, the rest of the content... downloadable games tend to have a limited number of boot-ups before they're set to "Lock". The exact number, I do not know whether it's dependent on the game or not... but the "lock" is done by a single byte in the ROM's header, which also detects the number of times a game has booted up. (I do not know if any other factors can increase this value)
When the game is set to "lock", the BS-X itself will no longer detect it. The only way to salvage data out of a Memory Pack like this is to dump it's ROM contents and try booting it up in an emulator (Note, though, that BSNES will emulate the lock itself, meaning you won't be able to use that unless you can hack the lock out of the ROM - actually a fairly easy thing to do, but not something I'd recommend.)
As an example, I know that the Satellaview download version of "Zelda no Densetsu: Kamigami no Triforce" has a limited number of boot-ups before it "locks". When the game locks, it'll almost look like a "here today, gone tomorrow" situation - like the game just vanished. If you dump the Memory Pack's ROM, though, you should be able to play it on an emulator that can emulate the Satellaview's SRAM functions properly. Unfortunately, there is no way to reverse a "lock" in the 8M Pack itself, and trying to develop a method is potentially just a step away from full-on ROM copying.