creffca, you need testers, I'm here. Put it up and I'll try it. BTW, tested with TG16 and SNES now, the wads come out the same, I can take out the 64 bytes and Terranigma really seems to want to work (locks up after naming my character and showing that Chapter I text. I really thought it would work as mine's had the protection removed for my SWC DX2 already). Oh well.
All Turbografx injections failed, not with the initial 4100 (I haven't seen that one since I started manually cleaning up the .wad files), the one that occurs after the initial OK that tells you the ROM's most likely messed up. So, what format do these need to be in? MSG straight copies as contained in the GoodPCE set should work I would think, but maybe I should try scrambling them since that's technically how the US TG works, what I think I need is a genuine PC Engine wad so I can just inject them as is. Also, I tried injecting Order of the Griffin into both Bomberman 93 and R-Type. The ROMs are the same size. I should not be getting an error saying the file is too big. Unless ... I need to strip headers or something.
I was surprised to read the VC doesn't do SMD (and I'm surprised that's an interlaced format, the SWC DX2 and SMG provide normal byte-for-byte copies so it doesn't make sense that FFE went with interlaced on the SMD, and since my DPF uses .SMD, this is not good, means keeping an extra copy of the set in a different format, oh well).
I noticed something odd. The resulting wad from injecting into Toejam and Earl 2 yields a completely different set of bytes at the beginning of the wad file than is normal. The 0Ds aren't even in the same place (I'm not even sure I deleted the right ones that time, was trying to get The Immortal to work and was getting nothing but a red screen from Comix Zone, so I decided to try a newer Genesis release, in hopes that compatibility had improved).
I still haven't tried N64 injection. I know better than to try. I own the backup units, I know what it took to get them working on those. I'm sure they coded the emulators to be boot chip (and most likely save RAM type) specific as an extra protection measure. i. e. you inject a rom into Zelda, if it isn't also using a 6105 boot chip it's going to fail. You could try patching the boot chip in the ROM itself, but that never worked on the backup units so it's unlikely to work here either (now, if you could attach a copy of Lac's Bootemu patched to work with the corresponding chip to the ROM before injecting it, you could get around this). Oh and, there's exactly one game you could get away with injecting Banjo Tooie into and have a snowball's chance in hell of it working -- and it's even less likely they'll put out Conker's Bad Fur Day than Banjo Tooie (trust me, Conker is the only boot cart aside from Banjo Tooie itself you can use with the game, fortunately I chose well and picked up an extra Conker cart for use with the double eeprom games on my V64 Jr, unlike the Z64, which likes the "standard" 6102, it seems to prefer working with 6105 boot carts, which is why you have to use Jet Force Gemini to save flash games instead of C&C).