Cd rom set up

I have both IDE plugs open, bec I am using SATA. Would it be a good idea to use 2 single cables to 2 dvd roms. or just use IDO 1 with a splitter to 2 drives? for master and secondary.
K8N Neo 2 plat
AMD Athlon 64 3200+
LiteON dvd rom
Samsung dvd rom

Yep set both drives to Master, if you are using 2 IDE leads.
If you were going to use one IDE lead I would have one set to Master and the other set to secondary....and not cable select.
Have a nice day

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             hardware |= 8;
             break;
        if (cart_rom[0x1f0] >= '1' && cart_rom[0x1f0] <= '9') {
            hardware = cart_rom[0x1f0] - '0';
        } else if (cart_rom[0x1f0] >= 'A' && cart_rom[0x1f0] <= 'F') {
            hardware = cart_rom[0x1f0] - 'A' + 10;
        if (country) hardware=country; //simple autodetect override
        //From PicoDrive
        if (hardware&8)        
            hw=0xc0; vdp_pal=1;
        } // Europe
        else if (hardware&4)    
            hw=0x80; vdp_pal=0;
        } // USA
        else if (hardware&2)    
            hw=0x40; vdp_pal=1;
        } // Japan PAL
        else if (hardware&1)      
            hw=0x00; vdp_pal=0;
        } // Japan NTSC
        else
            hw=0x80; // USA
        if (vdp_pal) {
            vdp_rate = 50;
            lines_per_frame = 312;
        } else {
            vdp_rate = 60;
            lines_per_frame = 262;
        /*SRAM*/   
        if(cart_rom[0x1b1] == 'A' && cart_rom[0x1b0] == 'R')
            save_start = cart_rom[0x1b4] << 24 | cart_rom[0x1b5] << 16 |
                cart_rom[0x1b6] << 8  | cart_rom[0x1b7] << 0;
            save_len = cart_rom[0x1b8] << 24 | cart_rom[0x1b9] << 16 |
                cart_rom[0x1ba] << 8  | cart_rom[0x1bb] << 0;
            // Make sure start is even, end is odd, for alignment
            // A ROM that I came across had the start and end bytes of
            // the save ram the same and wouldn't work.  Fix this as seen
            // fit, I know it could probably use some work. [PKH]
            if(save_start != save_len)
                if(save_start & 1) --save_start;
                if(!(save_len & 1)) ++save_len;
                save_len -= (save_start - 1);
                saveram = (unsigned char*)malloc(save_len);
                // If save RAM does not overlap main ROM, set it active by default since
                // a few games can't manage to properly switch it on/off.
                if(save_start >= (unsigned)size)
                    save_active = 1;
            else
                save_start = save_len = 0;
                saveram = NULL;
        else
            save_start = save_len = 0;
            saveram = NULL;
        return AS3_Int(0);
    AS3_Val sega_init(void* self, AS3_Val args)
        system_init();
        audioSamples = (44100 / vdp_rate)*2;
        framebuffer = (uint8*)malloc(FRAMEBUFFER_LENGTH);
        return AS3_Int(vdp_rate);
    AS3_Val sega_reset(void* self, AS3_Val args)
        system_reset();
        return AS3_Int(0);
    AS3_Val sega_frame(void* self, AS3_Val args)
        uint32 width;
        uint32 height;
        uint32 x, y;
        uint32 di, si, r;
        uint16 p;
        AS3_Val fb_ba;
        AS3_ArrayValue(args, "AS3ValType", &fb_ba);
        system_frame(0);
        AS3_SetS(fb_ba, "position", AS3_Int(0));
        width = (reg[12] & 1) ? 320 : 256;
        height = (reg[1] & 8) ? 240 : 224;
        for(y=0;y<240;y++)
            for(x=0;x<320;x++)
                di = 1280*y + x<<2;
                si = (y << 10) + ((x + bitmap.viewport.x) << 1);
                p = *((uint16*)(bitmap.data + si));
                framebuffer[di + 3] = (uint8)((p & 0x1f) << 3);
                framebuffer[di + 2] = (uint8)(((p >> 5) & 0x1f) << 3);
                framebuffer[di + 1] = (uint8)(((p >> 10) & 0x1f) << 3);
        AS3_ByteArray_writeBytes(fb_ba, framebuffer, FRAMEBUFFER_LENGTH);
        AS3_SetS(fb_ba, "position", AS3_Int(0));
        r = (width << 16) | height;
        return AS3_Int(r);
    AS3_Val sega_audio(void* self, AS3_Val args)
        AS3_Val ab_ba;
        AS3_ArrayValue(args, "AS3ValType", &ab_ba);
        AS3_SetS(ab_ba, "position", AS3_Int(0));
        AS3_ByteArray_writeBytes(ab_ba, snd.buffer, audioSamples*sizeof(int16));
        AS3_SetS(ab_ba, "position", AS3_Int(0));
        return AS3_Int(0);
    int main()
        AS3_Val romMethod = AS3_Function(NULL, sega_rom);
        AS3_Val initMethod = AS3_Function(NULL, sega_init);
        AS3_Val resetMethod = AS3_Function(NULL, sega_reset);
        AS3_Val frameMethod = AS3_Function(NULL, sega_frame);
        AS3_Val audioMethod = AS3_Function(NULL, sega_audio);
        // construct an object that holds references to the functions
        AS3_Val result = AS3_Object("sega_rom: AS3ValType, sega_init: AS3ValType, sega_reset: AS3ValType, sega_frame: AS3ValType, sega_audio: AS3ValType",
            romMethod, initMethod, resetMethod, frameMethod, audioMethod);
        // Release
        AS3_Release(romMethod);
        AS3_Release(initMethod);
        AS3_Release(resetMethod);
        AS3_Release(frameMethod);
        AS3_Release(audioMethod);
        // notify that we initialized -- THIS DOES NOT RETURN!
        AS3_LibInit(result);
        // should never get here!
        return 0;

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