Well... I have my Super Profighter Q+/32MBit for about two years now and never had any problems with it... it's a really fine Unit.
> However I do remember using 7783 to completly disable SRAM (which should only work for protections prior to Demon's Crest, smart Capcom coded a newer and better protection which was able to identify the game in the DRAM of a copier) and dd82 which enables progress saving in games like Secret of Mana and Legend of Gaia. Those bytes are from offset 3!
With newer utils like inSNESt or GTool you don't have to edit the header manually, they convert everything quite fine -> no more save problems with FF5/6 or SoM.
Most of the older copy protections can be circumvented by patching the games (like BoF 2, Mario Allstars or Lufia 2) with inSNESt or uCon, so you don't have to disable SRAM via header completely (there are Patches for most of the newer games like DKC and Demons Crest available also... thanks Schweino and his excellent Trainer Archive!).
The main reason why I want to know more about the Magicom header format is, that you can set fixed values for the SRAM in it, what would make it impossible for protected games to detect if they're running on a copier (at least as far as I understand it). You wouldn't have to disable SRAM completely, so you can still save in those games. That's why I asked what those different modes are for... (well, I still don't really know).
-- Matthias