Oh dear, excuse me for being late to the thread.
And apologies about all the issues regarding patching Mottzilla Patch over whatever BS Zelda ROMs are going around, rather than just downloading the prepatched ROM.
I should warn you of something.
Recently certain ROM sites have decided to strip headers from all ROM dumps. For normal SNES titles this is okay, since they provide no info at all. Satellaview titles though require it, since it provides certain data used by the hardware itself (mostly variables like time, etc.). Depending on the emulator, it may or may not play it, but you can never write it back to hardware and it will break patches.
Another problem with Satellaview titles, and the reason there's so many versions, is that it isn't a real ROM. The best equivalent would be a 'snapshot' file, like those used for the ZX Spectrum before the tape format became popular. What you get is a copy of the data loaded to the device, which, annoyingly, can be different depending on when you capture the data.
That's why a checksum test isn't dependable for Satellaview games! The game data itself may be patched fine, but other non-'ROM' data could be different and throwing off the checksum.
There's still on-going study of the Satellaview, and with any luck somebody may get ahold of the original broadcast data for one of the titles.
I would just like to clarify, typically "Header removal" in regard to SNES ROM speak is in regard to copier headers. Anyone who tries modifying the header of a Satellaview is probably purposely tampering with the ROM for a desired result. That kind of thing shouldn't be normally distributed in DATs (besides that wacked-out case that leaked into No-Intro, but probably started beforehand, where date of download values were removed from perfectly good dumps for no logical reason.)
BS-X also has an entirely different checksum calculation system from typical SFC data, and a bit of it is still being figured out. For example, each individual piece of data in a 8M Pack has it's own checksum, but most checksum calculators in emulators not designed for Satellaview support attempt to read the checksum of the whole 8M Pack state, which is why a buncha recent dumps with multiple pieces of data read as bad checksums. And I'm not a fan of splitting the data up in places meant for preservation like ROM DATs, because that's essentially a hack.
ALSO, it is very possible that for Satellaview exclusives you can end up with a different build of a game. BS Zelda has this distinct possibility because we know there were extra rounds of polish between the premiere broadcast and Map 2. Excitebike: Bunbun Mario Battle is CONFIRMED to have a different build, although I only have a bad dump of the alternate one.
If I recal right... the current version of the Mottzilla patch was originally designed to be patched over the Map 2 ROM that is on the BS Zelda Homepage, since it uses more of it's resources than the older Map 1 ROM. (It's not a pure dump, but it's the only dump available on the internet now, and it's got all the dai-4-wa data intact which the Map 1 ROM does not.)
I think Dr. Mario was like the poster boy for getting this figured out.
I know it was the one that made Kiddo start questioning the situation (conflicting header dates). I'm not sure how many Dr. Marios he's recently dumped, though, but it sounds like he's redumped it from multiple Memory Paks.
The reason I noticed this on Dr. Mario in particular is that I distinctly remembered that GoodSNES had a perfectly good dump of it, which baffled me when I saw the no-date dump on No-Intro. It inspired me to comb through most of the old dumps again - and compare them between DATs. Unfortunately, it seems there were certain ROMs I could not trace. Or rather... in one baffling scenario, I traced 3 BS Marvelous ROMs to their original scene release and said ROMs STILL had the dates missing from the header. What is up with that?
Since then we've redumped Dr. Mario multiple times (slightly less times than we've redumped Yoshi no Panepon, which is the most common Satellaview game as far as I've seen.). I also have a personal copy. And I generally know what a good dump should look like.
There are lots. http://satellablog.blogspot.ca/ (Mr. Kiddo's site) is a good place to start.
Radical Dreamers is a biggie.
I moved the blog to http://superfamicom.org/blog
a good while back. I hope everyone changed their bookmarks. o.o
As for what is not ROM dumped, I attempted making a list on no-intro a while back, but it looks like it's gonna be bombarded with a much larger update once ChronoMoogle and I are done translating a bunch of schedules from Famitsu magazines.http://forums.no-intro.org/viewtopic.php?f=8&t=1491
Do note of some of these should be given higher priority than others, if by some stroke of luck you happen to know you have one of them - in particular the missing BS Super Mario Collection and BS F-Zero Grand Prix 2 Soundlink episodes, and perhaps redumping those BS Zeldas for verification.
Well, there was the BIOS world which has lately become operable in BSNES.
... And the missing Satellawalker games, which took place in the BS-X world. BS-X seemed to have a whole narrative play out over the lifespan of the Satellaview, and it'd be great to have as many of the missing pieces as possible.
I tend to neglect Dynami Tracer a lot, so this is mostly an example, not a sign of progress.
I looked into Jewel of Life back in 2011. I don't remember exactly why I stopped, but it was probably because of how the game data was stored in the ROM: just a normal game made with RPG Tsukuru Super Dante. Didn't seem like it would be worth the effort to learn how to edit Super Dante games outside of the editor.
Note to self: Put more pressure on you for that DynamiTracer translation.
It's frustrating to see Square fans neglect their more experimental works. "It's not Final Fantasy or Chrono Trigger, durhur!"
I think Treasure Conflix was easily more interesting a game concept than any of their big budget releases.
As for the Super Dante data, I did do hacks of retail Super Dante to change the default sample game into "Jewel of Live" and "Cock-a-Doodle-Do", respectively. Would it be possible to work on a translation from in-engine to them? Perhaps even take the completed save and then transplant it back into the Satellaview version. Then only menus are left...