Talk:Bandai FCG board: Difference between revisions

From NESdev Wiki
Jump to navigationJump to search
(JBF Customs Delivers Again With This Refresh Jordan 1 “Red Python”!ENDVALUE!)
 
No edit summary
 
(5 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Cette  répit saison  nous sommes certainement  dans  représentant  après un traitement  sur, comme Vans CA  la volonté de puissance  être nous présentant pas uniquement  un  mais deux différents  publicité  les festivités. Le  sabbatique  commande  accomplir  nous le Vans CA "Floral  Tangle" et le Vans CA "Hickory Mix " packs.  
The game "SD Gundam Gaiden - Knight Gundam Monogatari 2: Hikari no Kishi" (PRG-ROM CRC 73AC76DB) is listed [http://bootgod.dyndns.org:7777/profile.php?id=1752 on NesCartDB] as using an X24C02P (256-byte serial EEPROM), but the game's code interacts with it as if it were an X24C0'''1'''P (128-byte serial EEPROM). The game claims to have two (128-byte) save slots, and the game even calls its "read from EEPROM" ($08:$9CEC) and "write to EEPROM" ($08:$9D22) routines with addresses greater than 128, only to have the upper bit get masked off (to replace it with the R/W bit) - as a result, both save slots always contain the same data. Is this for real, or am I losing my mind? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 09:41, 20 May 2020 (MDT)
:I have not checked the original Nintendulator, but NintendulatorNRS has the game provide two independent save slots. I don't see anything at PC $9CEC in particular, but the address byte is set at PC $9C92, where it is given as an input in $D2, copied to $D3, with a loop counter in $D4. In every iteration, $D3 is shifted one bit to the left, with carry deciding whether a 0 or 1 bit is sent. I don't see where anything is masked off and replaced with R/W. [[User:NewRisingSun|NewRisingSun]] ([[User talk:NewRisingSun|talk]]) 11:43, 20 May 2020 (MDT)
Chaque paquet  kit présente des textiles à motifs et prime  suède prend la Vans Era  style  Decon CA et le Vans Sk8-Salut 46 en Californie Floral Mix  consommée  avec un Mocha Bisque restitution  compréhension que les paires  complexe  floral print  avec  épicurien  portions de daim, tandis que le Hickory  Get together  offre soit  ombre  dans un millésime  bordée  motif  avec semelles OrthoLite pour  circuler  débit.
::The routines at $9CEC and $9D22 take the input address from $D2 and send it to the EEPROM with the high order bit either set (to read) or clear (to write). I tried setting a breakpoing at $9C92 and it never got hit - maybe the game has code to support ''both'' types of EEPROMs and something in my mapper code is causing it to go the wrong way? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:35, 20 May 2020 (MDT)
:::Turns out that's exactly what's happening - apparently, the X24C02P responds with data=1 when reading in certain "invalid" states while the X24C01P responds with data=0, and this game relies on that to detect what type of chip is attached. Time to go back to the datasheets... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 May 2020 (MDT)
Si vous êtes intéressé par l'une ou l'autre Vans CA "Floral  Réunissez " ou Vans CA "Hickory  Distribution ", puis vous pouvez obtenir  go votre paire  aujourd'hui sélectionner  Vans CA détaillants.  
like from:

Latest revision as of 21:47, 20 May 2020

The game "SD Gundam Gaiden - Knight Gundam Monogatari 2: Hikari no Kishi" (PRG-ROM CRC 73AC76DB) is listed on NesCartDB as using an X24C02P (256-byte serial EEPROM), but the game's code interacts with it as if it were an X24C01P (128-byte serial EEPROM). The game claims to have two (128-byte) save slots, and the game even calls its "read from EEPROM" ($08:$9CEC) and "write to EEPROM" ($08:$9D22) routines with addresses greater than 128, only to have the upper bit get masked off (to replace it with the R/W bit) - as a result, both save slots always contain the same data. Is this for real, or am I losing my mind? --Quietust (talk) 09:41, 20 May 2020 (MDT)

I have not checked the original Nintendulator, but NintendulatorNRS has the game provide two independent save slots. I don't see anything at PC $9CEC in particular, but the address byte is set at PC $9C92, where it is given as an input in $D2, copied to $D3, with a loop counter in $D4. In every iteration, $D3 is shifted one bit to the left, with carry deciding whether a 0 or 1 bit is sent. I don't see where anything is masked off and replaced with R/W. NewRisingSun (talk) 11:43, 20 May 2020 (MDT)
The routines at $9CEC and $9D22 take the input address from $D2 and send it to the EEPROM with the high order bit either set (to read) or clear (to write). I tried setting a breakpoing at $9C92 and it never got hit - maybe the game has code to support both types of EEPROMs and something in my mapper code is causing it to go the wrong way? --Quietust (talk) 15:35, 20 May 2020 (MDT)
Turns out that's exactly what's happening - apparently, the X24C02P responds with data=1 when reading in certain "invalid" states while the X24C01P responds with data=0, and this game relies on that to detect what type of chip is attached. Time to go back to the datasheets... --Quietust (talk) 15:47, 20 May 2020 (MDT)