Quote Originally Posted by Kiddo View Post
"Banta Satellite"? *cough*
I think next time you may want me to proof-read your articles before publishing. Mr. Satellaview-fact-checker can help with information!

But putting that aside for now...

Now this one, I've already played to death (Or so I thought - just learned I could do Shoryukens and need to figure out how to do them on command, lol).

Shubibinman Zero is similar to O.B. Club in terms of what would need to be done for Powerpaks or repro carts.

I can also say with some certainty that the 8M Pack for the game is documented as valuable - It's sold on Yahoo Japan Auctions for over 30,000 yen all by itself, which is not as much as the Squaresoft games but a very daunting price regardless. The high price is most likely due to it's limited boot-ups rendering a game that can still "play" to be a rarity. Of course, the fact that it's a pretty solid game gameplay-wise helps, too.
And poor Callis, when he got the cart it was locked, so he couldn't do anything with it but redump the game (Thankfully the redump's at least useful as verification.)

There's multiple parties of people interested in fan translating the game. I'd like to hope that turns out well. The Satellaview needs more fan translation love.

By the way, you might want to try whatever's done in this video here.
I realize I'm way late to the party, like 3 years late... but we have ways of executing arbitrary code in set places, via a game genie. The game genie could be used to write a really, really simple program, and make sure it writes this code to the first line of code on the SNES cart (I don't remember the first address an SNES uses). It would move the appropriate byte (0x00 for unlimited resets) to 0xFD5, the location the header checks to see if there are any resets left.

MOV 0x00 0xFD5
JMP -1

http://superfamicom.org/blog/2010/03...re-sorry-dude/

http://www.zophar.net/utilities/nesc...ode-maker.html (For NES)