All I know is, it works on the recommended wads as advertised (Kirby's Adventure, DKC2, and Comix Zone) on the only PC I can test it on at the moment. If the ticket installs successfully but it fails installing the actual data, then it isn't a completely corrupted wad, the replacement ROM most likely got injected wrong somehow or the wad you chose to inject to isn't supported (this is what happens when I try to do TG16 games or inject into Sonic 3). The difference being it fails after at least one OK response instead of failing immediately. Anyway, everyone should try 3.3 out and if it isn't working for you, do what I did, compare it with a known good hack using your hex editor of choice and report the differences you find. @aaa2: I hate to be the bearer of bad news but it could be a physical issue such as bad RAM (I had it happen recently, and it had just checked out fine a few months before, they just don't make PC components to last anymore). The best way to test for this is to download and burn Knoppix, boot with it, type "memtest" at the boot prompt and let it run for a while. Sure, you can get memtest by itself, but it's good to have a Live Linux handy for several reasons (ranging from data recovery purposes to browsing pron sites without leaving any evidence on the hard drive for your wife to find, lol).
The reason I want to see injecting into Sonic 3 specifically supported is this. Sonic 3 actually uses save RAM whereas Comix Zone does not. Just because you found and enabled a save RAM option on Comix Zone's emulator does not mean that the feature was working properly or even implemented at the time (they could have just had it in there for future use). Sonic 3 uses it so you know it's implemented properly on that wad's emulator.
Well, I'm going to try injecting into TG16 manually next to see if I can find out why that's failing (though if I find the Japanese Ys I and II for VC anywhere I'm switching priorities to getting the US iso injected into that manually).
I was unaware that the N64sort web site wasn't common knowledge. Well, I don't even know if it's up anymore, but I saved a copy. I can upload that somewhere no problem. I don't guarantee you'll find it useful for VC purposes, my guess that the high injection failure rate is because of the difference in boot chips and RAM types is just that, I have no research to back it up. I'll let you know when I find it and get it uploaded. Anyway, what I said I'd have to be in a good mood for was trying to inject into N64 wads, since it has such a high failure rate I don't see much of a need to experiment with it (then again, I have my Z64 and V64 Jr. -- I have backup units for everything, I also have an Xbox with a mod chip, and a PSP running custom firmware). I don't need to do this to play the games, I'm testing mainly out of curiosity. The low success rate of N64 means that for someone like me, the time invested isn't worth the reward. I can just play it on the real thing (and with what I consider to be a much better controller -- then again, to be fair, it's not like I have tried the classic controller or even have plans to get one any time soon, the next controller I get for my Wii will probably be a wireless GC controller so I can play GC games and use the FCEU channel from anywhere in the room). @Spectrum: There are only three carts that match Banjo Tooie's boot chip and RAM exactly. Those three are Conker's Bad Fur Day, Perfect Dark, and Donkey Kong 64. Since none of those are available to inject to, it probably isn't happening. It's 256MB, so Zelda, Kirby, Sin and Punishment, or Paper Mario are about the only four that would hold it (of those, only S&P and Kirby come recommended apparently, no one seems to have had any success using Paper Mario as an inject wad, probably because it's using a 6103 and flash ram -- only Pokemon Stadium, Pokemon Snap, and Ken Griffey Jr. Slugfest would even have a chance of working). The only way you'll have a decent chance of success is by injecting Lac's Bootemu into the N64 ROM first (not sure if that's even possible because the way it works it is meant to be sent to the backup unit first then the ROM is sent after it's already running in memory, a copy/b concatenation probably isn't going to work). Oh, and someone might want to try injecting Cruisn World into Yoshi's Story (of the three games that use the 6106, those two match up perfectly).
The reason I want to see injecting into Sonic 3 specifically supported is this. Sonic 3 actually uses save RAM whereas Comix Zone does not. Just because you found and enabled a save RAM option on Comix Zone's emulator does not mean that the feature was working properly or even implemented at the time (they could have just had it in there for future use). Sonic 3 uses it so you know it's implemented properly on that wad's emulator.
Well, I'm going to try injecting into TG16 manually next to see if I can find out why that's failing (though if I find the Japanese Ys I and II for VC anywhere I'm switching priorities to getting the US iso injected into that manually).
I was unaware that the N64sort web site wasn't common knowledge. Well, I don't even know if it's up anymore, but I saved a copy. I can upload that somewhere no problem. I don't guarantee you'll find it useful for VC purposes, my guess that the high injection failure rate is because of the difference in boot chips and RAM types is just that, I have no research to back it up. I'll let you know when I find it and get it uploaded. Anyway, what I said I'd have to be in a good mood for was trying to inject into N64 wads, since it has such a high failure rate I don't see much of a need to experiment with it (then again, I have my Z64 and V64 Jr. -- I have backup units for everything, I also have an Xbox with a mod chip, and a PSP running custom firmware). I don't need to do this to play the games, I'm testing mainly out of curiosity. The low success rate of N64 means that for someone like me, the time invested isn't worth the reward. I can just play it on the real thing (and with what I consider to be a much better controller -- then again, to be fair, it's not like I have tried the classic controller or even have plans to get one any time soon, the next controller I get for my Wii will probably be a wireless GC controller so I can play GC games and use the FCEU channel from anywhere in the room). @Spectrum: There are only three carts that match Banjo Tooie's boot chip and RAM exactly. Those three are Conker's Bad Fur Day, Perfect Dark, and Donkey Kong 64. Since none of those are available to inject to, it probably isn't happening. It's 256MB, so Zelda, Kirby, Sin and Punishment, or Paper Mario are about the only four that would hold it (of those, only S&P and Kirby come recommended apparently, no one seems to have had any success using Paper Mario as an inject wad, probably because it's using a 6103 and flash ram -- only Pokemon Stadium, Pokemon Snap, and Ken Griffey Jr. Slugfest would even have a chance of working). The only way you'll have a decent chance of success is by injecting Lac's Bootemu into the N64 ROM first (not sure if that's even possible because the way it works it is meant to be sent to the backup unit first then the ROM is sent after it's already running in memory, a copy/b concatenation probably isn't going to work). Oh, and someone might want to try injecting Cruisn World into Yoshi's Story (of the three games that use the 6106, those two match up perfectly).