Esto lo escribió un tal Az o algo así:
File system
Every type of file when displayed on the menus (games, savestates, SRAM) is truncated. Spaces are ignored and only the first 5 or 6 letters of the filename are displayed followed by -##. Street Fighter II (U) [!].smc & Street Fighter II (J) [!].smc become STREE-01.SMC & STREE-02.SMC. After you've chosen a ROM to load into memory the game name from the header is displayed underneath the truncated file name. File system is also organized by the date of creation so you'll have to use a utility like Drivesort or whatever to keep them in alphabetical order. I do not know if there is a limit to total number of folders or of files in a folder, although it only displays 10 files at a time and pages back and forth with the select button. Currently using a FAT32 4g microSD as a memory card.
USB/SD Memory
SD card sits flush into the right side of the cart. MicroUSB port is on the opposite side. After hooking it to a PC and powering the console on your PC will detect it and require you to install the drivers that come with the CD. After installation you pick USB mode from the menu and start the linker program on your PC. USB loading is a one-way ROM loader only. You cannot download anything from the cart to your PC, nor upload anything but a ROM image to the cart's DRAM. I could see a use for this for those interested in coding since you wouldn't have to take the SD cart out a umpteen times, but normal users probably won't have any use for that. On the PC side, the device doesn't show up as any additional storage or anything; the only way to communicate with it is through the included transfer program.
ROM's
I haven't run into anything that didn't work that I expected to. Supports most ROM image formats I've found and dumps in .UFO format. It doesn't carry over the old copier requirement of split ROM's nor does it split a ROM when you dump it. ROM images DO NOT stay flashed on the unit like an Everdrive, my previous statement was incorrect. They do stay on there, but not permanently. As you can see from the attached photos the unit has two different batteries; one is a standard coin cell used for SRAM, the other is a rechargeable NiMH used for ROM data. Once the rechargeable battery loses juice, the DRAM is wiped.
http://imageshack.us/photo/my-images/337/sufoa.jpghttp://imageshack.us/photo/my-images/100/sufob.jpgCheats/savestates
Unit has a button labeled "Hyper mode" that you have to check in order to enable cheats or savestates. Some games will work fine, others glitch or crash simply by having the option checked. AFAIK you can enter an unlimited amount of either PAR or Goldfinger codes, and I think you can have both types active at once. Codes can be turned on/off with a button combo when in game, but they have to either be all on or off (no individual selection). One savestate slot exists and will stay there until you've loaded a different ROM and overwritten the savestate with a new one (or maybe if the NiMH battery dies?). If a savestate exists you can back it up to the SD card as a .SAV file, and load it later on if you want to. I haven't been able to use savestates from emulators on the cart, but that doesn't necessarily mean it's not possible.
SRAM
SRAM is handled rather clumsily like copiers were. I have been able to dump my SRAM from carts and use on the SuperUFO, and I've been able to upload SRAM saves from the SuperUFO to my carts. I haven't been able to use .SRM from emulators or other flash carts, but that may very well be possible and I just don't have the settings tweaked correctly. When you start a game that uses SRAM you play the game as normal and it will save onto the cart. At some point before you change games you have to manually go and transfer the .SRM file from the SRAM to the SD card. After that, the next time you play the same game you manually load the .SRM file after loading the game ROM, and you're ready to go. It's annoying but I guess not as bad as a Powerpak. If you turn the console off you're not screwed, the only point you get screwed is if you forget to back up the .SRM later on when loading a new game that also uses battery backup since the new game's .SRM will overwrite the old.
You don't have to put a bunch of dummy blank .SRM files in like on the Powerpak. When backing up the SRAM to SD card you just put in the filename and it's saved.
Options
There's an option screen to get a lot of information out of your hardware. There's a controller test, system check that displays CPU/PPU1/PPU2/video/firmware, and both a cart checker and a game checker (for the ROM loaded into memory). On the game/cart screen you can alter a few different fields in order to get a problem game to dump correctly or get a problem ROM to work. Includes Hi/Lo ROM, ROM size, SRAM size, DSP on/off, and video output. [Edit.. The thing Krikzz mentioned above about header information and games comparing SRAM sizes and not working, here's the workaround on this unit. SRAM size can be changed or completely removed after the ROM is loaded. If anyone can give me an example of a game that has the SRAM check or whatever I'll try it ASAP.
I also didn't see the colored middle band that you often get with a Powerpak.
Overall I see it as a viable alternative to other flash carts out there. Build quality is great, and while we'll probably never see any updates or manufacturer support there's really no huge changes that need to be addressed. The file display aspect sucks and the SRAM deal is a bit janky but look what you're getting in trade; a cartridge dumper, RAM/ROM cheat code support, savestates, expanded ROM support, and possibly DSP support without having an additional cost onto the unit, all for about half of what you'd pay for a Powerpak or Everdrive ($70-80 USD versus $130-150). If you have little interest in RPG's and are content with a fairly reasonable number of games on hand (versus having an entire 6 gig set of shit you'll not spend 5 minutes with) it's definitely worth looking in to.