cartreader/Cart_Reader
2018-01-09 23:36:09 +01:00
..
Cart_Reader.ino V30H: Fix MX29L3211 flashing as 16bit in 8bit mode 2018-01-09 23:36:09 +01:00
EEPROMAnything.h Initial commit 2016-07-04 13:21:34 +02:00
FLASH.ino V30H: Fix MX29L3211 flashing as 16bit in 8bit mode 2018-01-09 23:36:09 +01:00
GB.ino V30C: Removed Nintendo Power Menu entry 2017-11-19 21:03:37 +01:00
GBA.ino V30F: Fix writing MX29LV160 2017-11-24 21:36:33 +01:00
MD.ino V30B: Add option to always start in a submenu 2017-11-17 20:53:00 +01:00
N64.ino V30G: Add N64 manual rom size and force save type menus and Spansion S29GL128N flashrom detection 2017-12-20 10:33:02 +01:00
NP.ino V30C: Removed Nintendo Power Menu entry 2017-11-19 21:03:37 +01:00
README.md Update README.md 2017-07-10 20:07:45 +02:00
SNES.ino V30D: Fixed dumping error with all japanese rom names and no game code either 2017-11-21 12:25:55 +01:00

This Arduino code is written by a beginner for beginners, therefore I tried to comment every line of code. To an experienced coder this probably will seem very wrong but it really helps if you're just starting out.

Source code files:

  • Cart_Reader.ino is the main file that contains functions and variables being used by multiple submodules and also the main menu
  • EEPROMAnything.h helps with reading and writing to the Atmega's internal eeprom
  • FLASH.ino is for reading and writing 29F016, 29F032, 29F033, 29F1610 and 29L3211 flashroms
  • GB.ino includes everything Game Boy and Game Boy Color
  • GBA.ino includes everything Game Boy Advance
  • MD.ino includes everything for the SEGA Mega Drive
  • N64.ino includes everything Nintendo 64
  • NP.ino includes everything for Nintendo Power SF Memory and GB Memory cartridges
  • SNES.ino includes everything Super Nintendo

Every submodule has it's own setup_XX() function that configures the needed pins and a submenu that lets you choose what you want to do. The code directly addresses the pins via the DDR, PIN and PORT registers.
Please also refer to the pinout Excel sheet.

void setup_N64_Controller() {  
  // Output a low signal  
  PORTH &= ~(1 << 4);  
  // Set Controller Data Pin(PH4) to Input  
  DDRH &= ~(1 << 4);  
}  

Would be the same as this in a more traditional Arduino sketch:

int dataPin = 7;   

void setup(){    
  // Output a low signal   
  digitalWrite(dataPin, LOW);   
  // Set controller data pin to input  
  pinMode(dataPin, INPUT);  
}  

To preserve memory every string is saved into the flash of the Arduino, also called progmem. This is done by using the F() macro.

println_Msg(F("Press Button."));  

Also all the menus are stored in progmem and are only recalled to sram when needed.

// N64 controller menu items  
const char N64ContMenuItem1[] PROGMEM = "Test Controller";  
const char N64ContMenuItem2[] PROGMEM = "Read ControllerPak";  
const char N64ContMenuItem3[] PROGMEM = "Write ControllerPak";  
const char N64ContMenuItem4[] PROGMEM = "Reset";  
const char* const menuOptionsN64Controller[] PROGMEM = {N64ContMenuItem1, N64ContMenuItem2, N64ContMenuItem3, N64ContMenuItem4};  

In an effort to keep the codebase as portable as possible instead of using the functions supplied by the OLED library directly to print out text helper functions like println_Msg are being used. So if you want to change to another display library you don't need to change all the code but only the helper functions.

void print_Msg(long unsigned int message) {
  if (enable_OLED)
    display.print(message);
  if (enable_Serial)
    Serial.print(message);
}

For development purposes you can route all the text output to the Arduino's Serial Monitor instead of to the OLED screen. In this case you control the cart reader by typing numbers into the serial monitor corresponding to the action you want to perform. If you are asked to press the button just send a random number.

// If you don't have an OLED screen change  
// enable_OLED to 0 and enable_Serial to 1   
#define enable_OLED 0   
#define enable_Serial 1   

To compile and upload the code please have a look at this wiki article.