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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Fri Oct 31, 2014 5:31 am 
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Location: Portland, OR
any support for an 09 outback xt? or would something similar flash? A2TB001N


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Sat Nov 01, 2014 3:36 am 
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I'm not aware of anything compatible but I can add it to the list.

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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Nov 18, 2014 6:15 pm 
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I'm trying to get Merpmod up and running on a 2012 USDM WRX AE5K500L (not sure if its possible) but I keep running into problems with SharpTune crashing when I attempt to convert the MAP file to HEW. Any help would be greatly appreciated. Sorry if this is the wrong forum I'm pretty new to this scene


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Wed Nov 19, 2014 2:37 am 
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I don't have any files for AE5K500L, so it will require mapping in IDA. I'm assuming you've generated a map file using the naming conventions detailed in idatohew.xml. It sounds like you are using the GUI conversion tool? For new builds, this process is automated as part of the 'target selection' build phase in HEW, just make sure your .map file is in the appropriate directory, and you will have to fill out the <CALID>Config.h file after the first build attempt. This is the right forum but this thread is more for end users than development/builds. When you give it a shot again create a new thread or post in the testing builds thread and post any logs/output you have trouble with.

Also, there is currently an incompatibility with 2011/2012+ ROMS and the CEL Flashing code, so I wouldn't bother mapping it or trying a Flash build... Gratis only at this point.

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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Fri Dec 05, 2014 7:16 pm 
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any support for 07 USDM impreza 2.5i mt or any other NA models? also a 2010 wrx canadian?

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2013 Legacy 3.6R SOLD :(
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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Sat Feb 14, 2015 3:34 pm 
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Morning all,

Pardon my ignorance, but I'm having an issue, which I am 100% is on me.

Ref ; A8DK101X

For the life of me I can't log final fueling base ( tried every def out there, every program ). Anyways, that's not the root of the problem. The idea was to un-patch, tune, and patch again.

I can't un-patch my rom. I can load a stock rom and patch it, but I can't load a patched rom in Sharptune. ( defs not found ). I've fiddled around with everything. Someone have a pointer for me ? I'm sure it's something stupid.

I also noticed there is an updated version of the patch for the ROM, so I wanted to apply that while I'm at it.


Thank you so much!


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Sun Feb 15, 2015 7:38 pm 
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Wrick, please post the calid's and version numbers for everything you have and I'll check it out.

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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Wed Feb 18, 2015 3:27 am 
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Joined: Sun Jul 12, 2009 5:57 pm
Posts: 130
Merp wrote:
Wrick, please post the calid's and version numbers for everything you have and I'll check it out.



A8DK1MMX ( originally A8DK101X )

I used fresh romraider defs from you git, loaded them into Romraider. I don't even have FBKC.

ST 0.1.9.36790

Also just noticed the CEL knock flash works with FLKC.

I can patch a fresh ROM, and once it's done, I can't go back.

Can you un-patch that rom ?


Attachments:
File comment: ( kids don't flash this on your car )
test-3.hex.zip [384.42 KiB]
Downloaded 302 times
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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Wed Feb 18, 2015 5:42 pm 
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Joined: Thu Sep 20, 2007 2:31 pm
Posts: 54
Merp wrote:
Q. How do I create a VE base map?

A.
Use the spreadsheet here: viewtopic.php?f=32&t=9962


This may not have been the intended target link; I was not able to located a VE spreadsheet in there.

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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Wed Feb 18, 2015 8:49 pm 
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viewtopic.php?f=37&t=11469


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Mar 10, 2015 9:32 pm 
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Joined: Sun Jun 03, 2007 4:08 pm
Posts: 224
Location: Gig Harbor, WA
Finally got around to converting my car to SD. I got it tuned up pretty well and the only thing I cant sort out is the back fire on lift after a pull. Any thoughts or ideas? TAU falling load leaner?

Thanks MERP!!

Josh


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Mar 10, 2015 10:23 pm 
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Joined: Thu Jan 09, 2014 10:17 pm
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Josh Long wrote:
Finally got around to converting my car to SD. I got it tuned up pretty well and the only thing I cant sort out is the back fire on lift after a pull. Any thoughts or ideas? TAU falling load leaner?

Thanks MERP!!

Josh


This isn't a feature of the rom.
Try here:
viewtopic.php?f=15&t=8383


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Mar 10, 2015 10:42 pm 
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Joined: Sun Jun 03, 2007 4:08 pm
Posts: 224
Location: Gig Harbor, WA
Unlike those guys I'm not trying to add noise, I'm trying to remove the back fire. Fueling is lined up exactly as it was on my previous tune, does not look overly rich on shift but one single bang.

Thanks

Josh


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Mar 24, 2015 6:52 pm 
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Joined: Mon Mar 23, 2015 8:08 pm
Posts: 4
So, this is a noob question: are your merpmods clean slates for others to tune off of? I only ask this because once upon a time, I tuned my dsm off of a guy who had a thing called ceddymods. It was a base map and I just had to figure out everything like injector and maf scaling, etc. The thing is, when I went through him, I was able to have launch control as the feature or section was already available. Does your program or maps have this also?


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 Post subject: Re: MerpMod FAQ & Getting Started
PostPosted: Tue Mar 24, 2015 7:19 pm 
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Posts: 3297
Location: NI
ewrion757 - please read all the FAQ's you apply merpmod to your existing rom or to a base rom then tune from there. The various features can be enabled/disabled from within the rom settings/tables after the patch has been applied.

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