13243cdba4
IMPROVEMENTS: Added read/write support for all Serial EEPROM cart types (Acclaim Type 1, Acclaim Type 2, Capcom, Codemasters, EA, and Sega). Capcom EEPROM code is untested but should work the same as Sega EEPROM code. Fixed SRAM code to handle all SRAM types. Added identification of SRAM carts that have bad headers. Added support for Super Street Fighter 2. WARNINGS: Serial EEPROM writes take time to complete. Serial EEPROM support was tested using Serial Output only. Support using the OLED Display might require some timing adjustment as display_Update() on Serial translates to delay(100). ADDITIONAL NOTES: I've included a save file for NBA Jam T.E. Rev 0. NBA Jam T.E. Rev 0 has faulty code that will erase the EEPROM when the cart is played on the console. The solution proposed by the publisher was to play the cart with two different sets of initials (XXX, NBA) to initialize the EEPROM. The included save file was created after doing this special initialization. My tests of the EEPROM show that it will still erase after the special initialization. I did some additional tests and found a potential solution. Write the included save file to the cart. Play the cart on the console as normal. Create new saves as needed. When done playing, HOLD THE RESET BUTTON DOWN BEFORE TURNING THE CONSOLE OFF. YMMV. |
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Cart_Reader.ino | ||
EEPROMAnything.h | ||
FLASH.ino | ||
GB.ino | ||
GBA.ino | ||
MD.ino | ||
N64.ino | ||
NP.ino | ||
PCE.ino | ||
README.md | ||
SNES.ino | ||
SV.ino |
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
- PCE.ino includes everything for the PC Engine/TG16
- SNES.ino includes everything Super Nintendo
- SV.ino includes everything for the Super Nintendo Satellaview
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, auxiliary 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.