qwertymodo wrote:fireaza wrote:It works out to be about $6 for both chips, vs $12 for the 29F032 and TSOP adaptor

With regards to brands, obviously AMD is a good choice for the 27C040. For the 27C801, I've got a choice between ST, ATMEL, MXIC and NEC. NEC is the only brand I recognise there, so them maybe? They're all DIP32 with a speed of 120ns or less, so I'm not sure how much brand matters.
Brand isn't a big deal. I've used Atmel and ST parts before as well, I know Nintendo used NEC parts for various things in their consoles. Also, something to consider is if you only need 4 or 8Mbit, check out the SST39SF040 by Microchip. It's a 5V x8 parallel flash ROM in a 32 DIP or TSOP package that's still in production. It's basically the only one I know of that's still in production, most have gone to 3.3v, and it's even hard to find x8's period (thankfully there are a few selectable x8/x16's like Micron's M28W/M29W line).
Is
THIS the chip you're talking about? I notice it's an eeprom, while the 8 megabit chip I was looking to use is an eprom, it's safe to mix eeproms and eproms right? Also voltage? Does the voltage requirements of eeprom/eproms very?
qwertymodo wrote:As far as doubling up the file to fill the ROM, maybe I can help explain that. Think of the address lines as though they were switches. Take the highest address line and if you turn it on, you are pointing at the "top" half of the ROM and if it's off, you're pointing to the "bottom" half. Now go to the next highest line and if it's on, it points to the top half of the half selected by the highest address line, if it's off, the bottom half. You keep doing that all the way until you've switched all of your address lines the way you want and you've cut it in half enough times that now you're pointing at a single byte. Now, imagine that you're using a 16Mbit game on a 32Mbit ROM. You want the highest address line to always be off because nothing should be in the top half of the ROM. However, depending on how the chip is wired in, that address line might not be pulled to ground. If an input pin is not connected to anything, it is what is called "floating", which means it is susceptible to EM interference in the air and will appear as though you are rapidly flipping the switch on and off and you can't guarantee which it will be at any given moment. So, if you duplicate your ROM so that you have the same data in both the bottom and top half of the chip, it won't matter whether that high address line is on or off, it will read the same data regardless. The other option is to just guarantee that the high address line is always off, which is easy to do (connect the pin to ground), but if you're only putting a single ROM file on the chip anyway, why not fill it just to be safe? It's simple when you have ROMs of powers of two because of the way the address lines "cut it in half" over and over, it's a bit more complex with 12/24/28Mbit ROMs because they aren't powers of two and don't line up with the "halfway mark" so you first have to copy a small part to fill it to that point, then duplicate the entire thing from there. Does that help at all?
That does help, thanks! I feel a more relieved about using a doubled ROM, but burning a eprom that's made up of a ROM consisting of 4 back halves and 2 front halves of a ROM still kinda freaks me out

I think in this case, I'd definitely go for a 2 eprom configuration, assuming all non-power of 2 games used 2x mask roms
Just to to be sure, would altering the ROM trip the copy protection on games that have it? Take EarthBound's sadistic (it erases your saves at the end boss!) protection, at multiple points, the game checks to see if it's been altered, and the copy protection will spring into action if it has. From what you've described, the game should be reading the same data from the ROM as if there were only one copy in the eprom, but I thought I'd check!