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	<updated>2026-05-16T09:00:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Hardware_DIPs&amp;diff=6524</id>
		<title>Hardware DIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Hardware_DIPs&amp;diff=6524"/>
		<updated>2019-09-02T15:08:51Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mvs_dip.jpg|right|thumb|Hard DIPs on MV1F MVS board.]]&lt;br /&gt;
[[File:harddips.png|right|thumb|DIP switches state &#039;&#039;&#039;viewer&#039;&#039;&#039; in the [[system ROM]].]]&lt;br /&gt;
&lt;br /&gt;
Physical DIP switches on MVS boards used to configure various options like the number of coin chutes and the multiplayer link. The switches states are read through register {{Reg|REG_DIPSW}} as a byte (0 is on).&lt;br /&gt;
&lt;br /&gt;
* Switch 8: Freeze - pauses the game (done by software in a [[system ROM]] call)&lt;br /&gt;
* Switch 7: Enable freeplay (player start doesn&#039;t require credits)&lt;br /&gt;
* Switch 6: Enable communication&lt;br /&gt;
* Switches 4~5: [[Multiplayer]] link cab number (in binary: 1, 2, 3, 4)&lt;br /&gt;
* Switch 3: Enable [[mahjong controller]]&lt;br /&gt;
* Switch 2: Number of [[coin switch|coin chutes]] (1 or 2 Euro &amp;amp; Japan, 2 or 4 on USA)&lt;br /&gt;
* Switch 1: Bring up the system ROM menu at boot&lt;br /&gt;
&lt;br /&gt;
There are no such switches on home and CD systems.&lt;br /&gt;
&lt;br /&gt;
The {{PCB|MV4}} has an unused footprint for a second set of DIP switches &amp;quot;DSW2&amp;quot; which could have been read through register {{Reg|REG_SYSTYPE}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=PAT_file&amp;diff=6329</id>
		<title>PAT file</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=PAT_file&amp;diff=6329"/>
		<updated>2018-11-06T16:27:13Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Updated incorrect information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PAT files contain structured data to patch already loaded [[Z80]] code. They&#039;re used to replace [[YM2610#ADPCM|sound samples]] address tables originally loaded from [[Z80 file]]s when different [[PCM file]]s are loaded.&lt;br /&gt;
&lt;br /&gt;
* Maximum file size: 2048 bytes ?&lt;br /&gt;
* Type code: 5&lt;br /&gt;
* Loaded into: Z80 code RAM&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
&lt;br /&gt;
Blocks of 5 word (16 bit) values:&lt;br /&gt;
&lt;br /&gt;
* Patch address in bytes. $0000 means end of file. All the $0001~$FFFF range seems to work.&lt;br /&gt;
&lt;br /&gt;
* First data word is (/2), byteswapped and written to address&lt;br /&gt;
* Second data word is (/2)-1, byteswapped written to address + 2&lt;br /&gt;
* Third (optional) data word is (/2), byteswapped and written to address + 5&lt;br /&gt;
* Fourth (optional) data word is (/2)-1, byteswapped written to address + 7&lt;br /&gt;
&lt;br /&gt;
If the third data word is $0000, both the third and fourth patches are skipped.&lt;br /&gt;
&lt;br /&gt;
=Offset=&lt;br /&gt;
&lt;br /&gt;
When loading a PAT file (see [[loading files]]) the bank number and destination address parameters can be used to add an offset to all the patched values. This allows PCM data associated with a PAT file to be loaded into different regions of PCM DRAM without the need of multiple PAT files.&lt;br /&gt;
&lt;br /&gt;
Code snippet from the TOP-SP1 [[system ROM]] which handles this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
C0BFAE  MOVEQ    #0x0,D0          Clear D0                 00000000&lt;br /&gt;
C0BFB0  MOVE.B   (0x7EDB,A5),D0   Bank number byte to D0   000000bb&lt;br /&gt;
C0BFB4  SWAP     D0                                        00bb0000  &lt;br /&gt;
C0BFB6  LSL.L    #4,D0                                     0bb00000&lt;br /&gt;
C0BFB8  OR.L     (0x7EF4,A5),D0   Insert destination addr. 0bbddddd&lt;br /&gt;
C0BFBC  LSR.L    #8,D0                                     000bbddd&lt;br /&gt;
C0BFBE  MOVE.W   D0,(0x7736,A5)   Offset will be:              bddd&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:CD systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6205</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6205"/>
		<updated>2018-07-15T17:25:03Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Version 2 design flaw &amp;amp; stability fix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu. &lt;br /&gt;
At least 2 versions of this cart exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1=&lt;br /&gt;
===Boards===&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
===PROG board===&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
===CHA board===&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 2=&lt;br /&gt;
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.&lt;br /&gt;
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boards===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Version 2 design flaw / stability fix===&lt;br /&gt;
Version 2 has a design flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 to version 2 PCB&#039;s it was noticed version 1 PROG boards (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs.&lt;br /&gt;
&lt;br /&gt;
Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. See pictures below.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:161in1-rev1.jpg|thumb|MVS 161-in-1 version 1 - PROG bottom&lt;br /&gt;
File:161in1-rev2.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:161in1-rev2fix.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom fixed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Programming (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Aero Fighters 2&amp;lt;/b&amp;gt; - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop II&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop III&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Blue&#039;s Journey&amp;lt;/b&amp;gt; - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*&amp;lt;b&amp;gt;Puzzle Bobble 2&amp;lt;/b&amp;gt; - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha Mission II&amp;lt;/b&amp;gt; - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*&amp;lt;b&amp;gt;Metal Slug 3&amp;lt;/b&amp;gt; - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
*&amp;lt;b&amp;gt;Garou MOTW&amp;lt;/b&amp;gt; - Will crash when preforming Kim&#039;s B+C top attack, this due to 161-in-1 using the prototype version of the game.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Series 1 Game List (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6204</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6204"/>
		<updated>2018-07-15T17:24:37Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Added photos showing v1 / v2 difference and v2 stability fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu. &lt;br /&gt;
At least 2 versions of this cart exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1=&lt;br /&gt;
===Boards===&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
===PROG board===&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
===CHA board===&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 2=&lt;br /&gt;
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.&lt;br /&gt;
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boards===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Version 2 design flaw &amp;amp; stability fix===&lt;br /&gt;
Version 2 has a design flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 to version 2 PCB&#039;s it was noticed version 1 PROG boards (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs.&lt;br /&gt;
&lt;br /&gt;
Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. See pictures below.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:161in1-rev1.jpg|thumb|MVS 161-in-1 version 1 - PROG bottom&lt;br /&gt;
File:161in1-rev2.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:161in1-rev2fix.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom fixed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Programming (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Aero Fighters 2&amp;lt;/b&amp;gt; - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop II&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop III&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Blue&#039;s Journey&amp;lt;/b&amp;gt; - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*&amp;lt;b&amp;gt;Puzzle Bobble 2&amp;lt;/b&amp;gt; - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha Mission II&amp;lt;/b&amp;gt; - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*&amp;lt;b&amp;gt;Metal Slug 3&amp;lt;/b&amp;gt; - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
*&amp;lt;b&amp;gt;Garou MOTW&amp;lt;/b&amp;gt; - Will crash when preforming Kim&#039;s B+C top attack, this due to 161-in-1 using the prototype version of the game.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Series 1 Game List (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=File:161in1-rev2fix.jpg&amp;diff=6203</id>
		<title>File:161in1-rev2fix.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=File:161in1-rev2fix.jpg&amp;diff=6203"/>
		<updated>2018-07-15T17:19:44Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=File:161in1-rev2.jpg&amp;diff=6202</id>
		<title>File:161in1-rev2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=File:161in1-rev2.jpg&amp;diff=6202"/>
		<updated>2018-07-15T17:19:28Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=File:161in1-rev1.jpg&amp;diff=6201</id>
		<title>File:161in1-rev1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=File:161in1-rev1.jpg&amp;diff=6201"/>
		<updated>2018-07-15T17:19:09Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6200</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6200"/>
		<updated>2018-07-15T13:19:29Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Added info on v2 flaw (and fix) plus moved things around a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu. &lt;br /&gt;
At least 2 versions of this cart exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1=&lt;br /&gt;
===Boards===&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
===PROG board===&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
===CHA board===&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 2=&lt;br /&gt;
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.&lt;br /&gt;
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boards===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Version 2 design flaw===&lt;br /&gt;
Version 2 has a design flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 to version 2 PCB&#039;s it was noticed version 1 PROG boards (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs. Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. &lt;br /&gt;
&lt;br /&gt;
=Programming (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Aero Fighters 2&amp;lt;/b&amp;gt; - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop II&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop III&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Blue&#039;s Journey&amp;lt;/b&amp;gt; - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*&amp;lt;b&amp;gt;Puzzle Bobble 2&amp;lt;/b&amp;gt; - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha Mission II&amp;lt;/b&amp;gt; - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*&amp;lt;b&amp;gt;Metal Slug 3&amp;lt;/b&amp;gt; - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
*&amp;lt;b&amp;gt;Garou MOTW&amp;lt;/b&amp;gt; - Will crash when preforming Kim&#039;s B+C top attack, this due to 161-in-1 using the prototype version of the game.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Series 1 Game List (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6199</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6199"/>
		<updated>2018-07-15T13:16:26Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu. &lt;br /&gt;
At least 2 versions of this cart exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1=&lt;br /&gt;
===Boards===&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
===PROG board===&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
===CHA board===&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 2=&lt;br /&gt;
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.&lt;br /&gt;
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boards===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Version 2 design flaw===&lt;br /&gt;
Version 2 has a PCB flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 and 2 PCB&#039;s it was noticed version 1 PROG board (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs. Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. &lt;br /&gt;
&lt;br /&gt;
=Programming (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Aero Fighters 2&amp;lt;/b&amp;gt; - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop II&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop III&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Blue&#039;s Journey&amp;lt;/b&amp;gt; - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*&amp;lt;b&amp;gt;Puzzle Bobble 2&amp;lt;/b&amp;gt; - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha Mission II&amp;lt;/b&amp;gt; - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*&amp;lt;b&amp;gt;Metal Slug 3&amp;lt;/b&amp;gt; - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
*&amp;lt;b&amp;gt;Garou MOTW&amp;lt;/b&amp;gt; - Will crash when preforming Kim&#039;s B+C top attack, this due to 161-in-1 using the prototype version of the game.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Series 1 Game List (Version 1 / Version 2)=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6063</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6063"/>
		<updated>2018-05-07T07:04:45Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */  Added known Garou MOTW issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu. &lt;br /&gt;
At least 2 versions of this cart exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Version 1=&lt;br /&gt;
==Programming==&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
==Boards==&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
===PROG board===&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
===CHA board===&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Game Issues==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Aero Fighters 2&amp;lt;/b&amp;gt; - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop II&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Magical Drop III&amp;lt;/b&amp;gt; - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*&amp;lt;b&amp;gt;Blue&#039;s Journey&amp;lt;/b&amp;gt; - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*&amp;lt;b&amp;gt;Puzzle Bobble 2&amp;lt;/b&amp;gt; - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*&amp;lt;b&amp;gt;Alpha Mission II&amp;lt;/b&amp;gt; - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*&amp;lt;b&amp;gt;Metal Slug 3&amp;lt;/b&amp;gt; - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
*&amp;lt;b&amp;gt;Garou MOTW&amp;lt;/b&amp;gt; - Will crash when preforming Kim&#039;s B+C top attack, this due to 161-in-1 using the prototype version of the game.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Version 2=&lt;br /&gt;
This version still use salvaged memory chips with &amp;quot;stranges&amp;quot; adapter legs.&lt;br /&gt;
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boards==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top&lt;br /&gt;
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top&lt;br /&gt;
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Series 1 Game List=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6004</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6004"/>
		<updated>2018-04-12T13:31:57Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
==Series 1 Game List==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blue&#039;s Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - Has NGH of 0x299 (mslug6 hack). When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6003</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6003"/>
		<updated>2018-04-12T13:31:25Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
==Series 1 Game List==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blue&#039;s Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - Has NGH of 0x299 which belongs to the mslug6 hack. When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6002</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=6002"/>
		<updated>2018-04-12T13:27:47Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
==Series 1 Game List==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blue&#039;s Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - has NGH of 0x299 which belongs to the mslug6 hack. When in USA region the &#039;parental advisory warning&#039; screen is corrupted. When set to Japanese language the how to play instruction font is corrupted.&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5973</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5973"/>
		<updated>2018-03-15T13:16:29Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
==Series 1 Game List==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blue&#039;s Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - has NGH of 0x299 which belongs to the mslug6 hack).&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5972</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5972"/>
		<updated>2018-03-15T13:09:21Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Added in complete gamelist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
==Series 1 Game List==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Number!!Number (hex)!!Game Title&lt;br /&gt;
|-&lt;br /&gt;
|001||0x0001||SNK VS CAPCOM + &lt;br /&gt;
|-&lt;br /&gt;
|002||0x0002||SNK VS CAPCOM RMX &lt;br /&gt;
|-&lt;br /&gt;
|003||0x0003||SVC SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|004||0x0004||KING OF FIGHTERS 94 &lt;br /&gt;
|-&lt;br /&gt;
|005||0x0005||KING OF FIGHTERS 94 + &lt;br /&gt;
|-&lt;br /&gt;
|006||0x0006||KING OF FIGHTERS 95 &lt;br /&gt;
|-&lt;br /&gt;
|007||0x0007||KING OF FIGHTERS 95 +&lt;br /&gt;
|-&lt;br /&gt;
|008||0x0008||KING OF FIGHTERS 96 &lt;br /&gt;
|-&lt;br /&gt;
|009||0x0009||KING OF FIGHTERS 96 +&lt;br /&gt;
|-&lt;br /&gt;
|010||0x000A||KING OF FIGHTERS 96 EVO&lt;br /&gt;
|-&lt;br /&gt;
|011||0x000B||KING OF FIGHTERS 97&lt;br /&gt;
|-&lt;br /&gt;
|012||0x000C||KING OF FIGHTERS 97 2003&lt;br /&gt;
|-&lt;br /&gt;
|013||0x000D||KING OF FIGHTERS 97 REMIX&lt;br /&gt;
|-&lt;br /&gt;
|014||0x000E||KING OF FIGHTERS 97 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|015||0x000F||KING OF GLADIATOR&lt;br /&gt;
|-&lt;br /&gt;
|016||0x0010||KING OF GLADIATOR PLUS&lt;br /&gt;
|-&lt;br /&gt;
|017||0x0011||KING OF FIGHTERS 98&lt;br /&gt;
|-&lt;br /&gt;
|018||0x0012||KING OF FIGHTERS 98 +&lt;br /&gt;
|-&lt;br /&gt;
|019||0x0013||KING OF FIGHTERS 98 ULTIMATE&lt;br /&gt;
|-&lt;br /&gt;
|020||0x0014||KING OF FIGHTERS 98 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|021||0x0015||KING OF FIGHTERS 99&lt;br /&gt;
|-&lt;br /&gt;
|022||0x0016||KING OF FIGHTERS 99 +&lt;br /&gt;
|-&lt;br /&gt;
|023||0x0017||KING OF FIGHTERS 99 CN&lt;br /&gt;
|-&lt;br /&gt;
|024||0x0018||KING OF FIGHTERS 2001 &lt;br /&gt;
|-&lt;br /&gt;
|025||0x0019||KING OF FIGHTERS 2001 PLUS&lt;br /&gt;
|-&lt;br /&gt;
|026||0x001A||C.T.H.D &lt;br /&gt;
|-&lt;br /&gt;
|027||0x001B||C.T.H.D SUPER PLUS &lt;br /&gt;
|-&lt;br /&gt;
|028||0x001C||KING OF FIGHTERS 2002 &lt;br /&gt;
|-&lt;br /&gt;
|029||0x001D||KING OF FIGHTERS 2002 MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|030||0x001E||KING OF FIGHTERS 2002 MAGIC 2&lt;br /&gt;
|-&lt;br /&gt;
|031||0x001F||KING OF FIGHTERS 2002 CN &lt;br /&gt;
|-&lt;br /&gt;
|032||0x0020||KING OF FIGHTERS 2002 OROCHI&lt;br /&gt;
|-&lt;br /&gt;
|033||0x0021||KING OF FIGHTERS 2002 LUAN&lt;br /&gt;
|-&lt;br /&gt;
|034||0x0022||KING OF FIGHTERS 2002 SUPER &lt;br /&gt;
|-&lt;br /&gt;
|035||0x0023||KING OF FIGHTERS 2002 SUPER 2&lt;br /&gt;
|-&lt;br /&gt;
|036||0x0024||KING OF FIGHTERS 2003 &lt;br /&gt;
|-&lt;br /&gt;
|037||0x0025||KING OF FIGHTERS 2004 SE PLUS&lt;br /&gt;
|-&lt;br /&gt;
|038||0x0026||KING OF FIGHTERS 2004 SE &lt;br /&gt;
|-&lt;br /&gt;
|039||0x0027||KING OF FIGHTERS 2004 SMP &lt;br /&gt;
|-&lt;br /&gt;
|040||0x0028||KING OF FIGHTERS 10TH &lt;br /&gt;
|-&lt;br /&gt;
|041||0x0029||KING OF FIGHTERS 05 UNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|042||0x002A||KING OF FIGHTERS 05 UNIQUE 2 &lt;br /&gt;
|-&lt;br /&gt;
|043||0x002B||KING OF FIGHTERS 10TH EXTRA +&lt;br /&gt;
|-&lt;br /&gt;
|044||0x002C||RAGE OF DRAGONS&lt;br /&gt;
|-&lt;br /&gt;
|045||0x002D||RAGE OF DRAGONS +&lt;br /&gt;
|-&lt;br /&gt;
|046||0x002E||STRIKERS 1945 + &lt;br /&gt;
|-&lt;br /&gt;
|047||0x002F||STRIKERS 1945 + + &lt;br /&gt;
|-&lt;br /&gt;
|048||0x0030||AERO FIGHTERS 2&lt;br /&gt;
|-&lt;br /&gt;
|049||0x0031||AERO FIGHTERS 3&lt;br /&gt;
|-&lt;br /&gt;
|050||0x0032||METAL SLUG&lt;br /&gt;
|-&lt;br /&gt;
|051||0x0033||METAL SLUG +&lt;br /&gt;
|-&lt;br /&gt;
|052||0x0034||METAL SLUG 2&lt;br /&gt;
|-&lt;br /&gt;
|053||0x0035||METAL SLUG 2 + &lt;br /&gt;
|-&lt;br /&gt;
|054||0x0036||METAL SLUG 3&lt;br /&gt;
|-&lt;br /&gt;
|055||0x0037||METAL SLUG 3 + &lt;br /&gt;
|-&lt;br /&gt;
|056||0x0038||METAL SLUG 4&lt;br /&gt;
|-&lt;br /&gt;
|057||0x0039||METAL SLUG 4 +&lt;br /&gt;
|-&lt;br /&gt;
|058||0x003A||METAL SLUG X&lt;br /&gt;
|-&lt;br /&gt;
|059||0x003B||METAL SLUG X +&lt;br /&gt;
|-&lt;br /&gt;
|060||0x003C||METAL SLUG 6 &lt;br /&gt;
|-&lt;br /&gt;
|061||0x003D||METAL SLUG 6 +&lt;br /&gt;
|-&lt;br /&gt;
|062||0x003E||SUPER SIDEKICKS 2&lt;br /&gt;
|-&lt;br /&gt;
|063||0x003F||SUPER SIDEKICKS 3&lt;br /&gt;
|-&lt;br /&gt;
|064||0x0040||ULTIMATE 11 &lt;br /&gt;
|-&lt;br /&gt;
|065||0x0041||NEO-GEO CUP 98 &lt;br /&gt;
|-&lt;br /&gt;
|066||0x0042||PLEASURE GOAL&lt;br /&gt;
|-&lt;br /&gt;
|067||0x0043||SAMURAI SHODOWN &lt;br /&gt;
|-&lt;br /&gt;
|068||0x0044||SAMURAI SHODOWN + &lt;br /&gt;
|-&lt;br /&gt;
|069||0x0045||SAMURAI SHODOWN 2 &lt;br /&gt;
|-&lt;br /&gt;
|070||0x0046||SAMURAI SHODOWN 2+&lt;br /&gt;
|-&lt;br /&gt;
|071||0x0047||SAMURAI SHODOWN 3&lt;br /&gt;
|-&lt;br /&gt;
|072||0x0048||SAMURAI SHODOWN 3+&lt;br /&gt;
|-&lt;br /&gt;
|073||0x0049||FIGHTERS SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|074||0x004A||SAMURAI SHODOWN 4&lt;br /&gt;
|-&lt;br /&gt;
|075||0x004B||SAMURAI SHODOWN 4+&lt;br /&gt;
|-&lt;br /&gt;
|076||0x004C||SAMURAI V SPECIAL &lt;br /&gt;
|-&lt;br /&gt;
|077||0x004D||MATRIMELEE &lt;br /&gt;
|-&lt;br /&gt;
|078||0x004E||MATRIMELEE + &lt;br /&gt;
|-&lt;br /&gt;
|079||0x004F||SENGOKU &lt;br /&gt;
|-&lt;br /&gt;
|080||0x0050||SENGOKU 3&lt;br /&gt;
|-&lt;br /&gt;
|081||0x0051||SENGOKU 3 +  &lt;br /&gt;
|-&lt;br /&gt;
|082||0x0052||LAST BLADE &lt;br /&gt;
|-&lt;br /&gt;
|083||0x0053||LAST BLADE + &lt;br /&gt;
|-&lt;br /&gt;
|084||0x0054||THE LAST SOLDIER &lt;br /&gt;
|-&lt;br /&gt;
|085||0x0055||LAST BLADE 2 &lt;br /&gt;
|-&lt;br /&gt;
|086||0x0056||LAST BLADE 2 + &lt;br /&gt;
|-&lt;br /&gt;
|087||0x0057||LAST BLADE 2 EASY &lt;br /&gt;
|-&lt;br /&gt;
|088||0x0058||MARK OF THE WOLVES &lt;br /&gt;
|-&lt;br /&gt;
|089||0x0059||MARK OF WOLVES + &lt;br /&gt;
|-&lt;br /&gt;
|090||0x005A||DOUBLE DRAGON &lt;br /&gt;
|-&lt;br /&gt;
|091||0x005B||DOUBLE DRAGON + &lt;br /&gt;
|-&lt;br /&gt;
|092||0x005C||NIGHTMARE &lt;br /&gt;
|-&lt;br /&gt;
|093||0x005D||NIGHTMARE SP &lt;br /&gt;
|-&lt;br /&gt;
|094||0x005E||SPIN MASTER &lt;br /&gt;
|-&lt;br /&gt;
|095||0x005F||SPIN MASTER + &lt;br /&gt;
|-&lt;br /&gt;
|096||0x0060||FAR EAST OF EDEN &lt;br /&gt;
|-&lt;br /&gt;
|097||0x0061||LEGEND SUCCESS JOE &lt;br /&gt;
|-&lt;br /&gt;
|098||0x0062||ART OF FIGHTING 2 &lt;br /&gt;
|-&lt;br /&gt;
|099||0x0063||ART OF FIGHTING 2+ &lt;br /&gt;
|-&lt;br /&gt;
|100||0x0064||KARNOV&#039;S REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|101||0x0065||KARNOV’S REVENGE + &lt;br /&gt;
|-&lt;br /&gt;
|102||0x0066||LANSQUENET 2004 &lt;br /&gt;
|-&lt;br /&gt;
|103||0x0067||SHOCK TROOPERS 2ND &lt;br /&gt;
|-&lt;br /&gt;
|104||0x0068||PUZZLE BOBBLE &lt;br /&gt;
|-&lt;br /&gt;
|105||0x0069||PUZZLE BOBBLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|106||0x006A||PANIC BOMBER &lt;br /&gt;
|-&lt;br /&gt;
|107||0x006B||STREET HOOP &lt;br /&gt;
|-&lt;br /&gt;
|108||0x006C||NEO BOMBERMAN &lt;br /&gt;
|-&lt;br /&gt;
|109||0x006D||ZUPAPA &lt;br /&gt;
|-&lt;br /&gt;
|110||0x006E||BLAZING STAR &lt;br /&gt;
|-&lt;br /&gt;
|111||0x006F||NINJA COMMANDO &lt;br /&gt;
|-&lt;br /&gt;
|112||0x0070||OVER TOP &lt;br /&gt;
|-&lt;br /&gt;
|113||0x0071||PULSTAR &lt;br /&gt;
|-&lt;br /&gt;
|114||0x0072||TOP HUNTER &lt;br /&gt;
|-&lt;br /&gt;
|115||0x0073||GANRYU &lt;br /&gt;
|-&lt;br /&gt;
|116||0x0074||EIGHT MAN &lt;br /&gt;
|-&lt;br /&gt;
|117||0x0075||MUTATION NATION &lt;br /&gt;
|-&lt;br /&gt;
|118||0x0076||BASEBALL STARS 2 &lt;br /&gt;
|-&lt;br /&gt;
|119||0x0077||ALPHA MISSION 2 &lt;br /&gt;
|-&lt;br /&gt;
|120||0x0078||PRE ISLE 2 &lt;br /&gt;
|-&lt;br /&gt;
|121||0x0079||THRASH RALLY &lt;br /&gt;
|-&lt;br /&gt;
|122||0x007A||ANDRO DUNOS &lt;br /&gt;
|-&lt;br /&gt;
|123||0x007B||CAPTAIN TOMADAY &lt;br /&gt;
|-&lt;br /&gt;
|124||0x007C||ZED BLADE&lt;br /&gt;
|-&lt;br /&gt;
|125||0x007D||BANG BEAD&lt;br /&gt;
|-&lt;br /&gt;
|126||0x007E||NEO DRIFT OUT&lt;br /&gt;
|-&lt;br /&gt;
|127||0x007F||NEO TURF MASTERS &lt;br /&gt;
|-&lt;br /&gt;
|128||0x0080||3 COUNT BOUT&lt;br /&gt;
|-&lt;br /&gt;
|129||0x0081||BURNING FIGHT &lt;br /&gt;
|-&lt;br /&gt;
|130||0x0082||LAST RESORT&lt;br /&gt;
|-&lt;br /&gt;
|131||0x0083||NEO MR. DO!&lt;br /&gt;
|-&lt;br /&gt;
|132||0x0084||ROBO ARMY&lt;br /&gt;
|-&lt;br /&gt;
|133||0x0085||PUZZLE DE PON&lt;br /&gt;
|-&lt;br /&gt;
|134||0x0086||MAGICAL DROP 2&lt;br /&gt;
|-&lt;br /&gt;
|135||0x0087||FATAL FURY 1&lt;br /&gt;
|-&lt;br /&gt;
|136||0x0088||MASTER OF SYOUGI &lt;br /&gt;
|-&lt;br /&gt;
|137||0x0089||VIEWPOINT&lt;br /&gt;
|-&lt;br /&gt;
|138||0x008A||WORLD HEROES 2 &lt;br /&gt;
|-&lt;br /&gt;
|139||0x008B||SOCCER BRAWL&lt;br /&gt;
|-&lt;br /&gt;
|140||0x008C||BREAKERS &lt;br /&gt;
|-&lt;br /&gt;
|141||0x008D||BREAKERS REVENGE&lt;br /&gt;
|-&lt;br /&gt;
|142||0x008E||BATTLE FLIP SHOT &lt;br /&gt;
|-&lt;br /&gt;
|143||0x008F||2020 SUPER BASEBALL &lt;br /&gt;
|-&lt;br /&gt;
|144||0x0090||WORLD HEROES&lt;br /&gt;
|-&lt;br /&gt;
|145||0x0091||MONEY PUZZLE EXCH&lt;br /&gt;
|-&lt;br /&gt;
|146||0x0092||KING OF MONSTERS&lt;br /&gt;
|-&lt;br /&gt;
|147||0x0093||FOOTBALL FRENZY&lt;br /&gt;
|-&lt;br /&gt;
|148||0x0094||BLUE‘S JOURNEY&lt;br /&gt;
|-&lt;br /&gt;
|149||0x0095||CROSSED SWORDS&lt;br /&gt;
|-&lt;br /&gt;
|150||0x0096||STAKES WINNER&lt;br /&gt;
|-&lt;br /&gt;
|151||0x0097||STAKES WINNER 2&lt;br /&gt;
|-&lt;br /&gt;
|152||0x0098||PUZZLE DE PON! R!&lt;br /&gt;
|-&lt;br /&gt;
|153||0x0099||KING OF FIGHTERS 2003 CHANGE&lt;br /&gt;
|-&lt;br /&gt;
|154||0x009A||SUPER DODGE BALL&lt;br /&gt;
|-&lt;br /&gt;
|155||0x009B||MAGICAL DROP III&lt;br /&gt;
|-&lt;br /&gt;
|156||0x009C||SAVAGE REIGN&lt;br /&gt;
|-&lt;br /&gt;
|157||0x009D||KIZUNA ENCOUNTER&lt;br /&gt;
|-&lt;br /&gt;
|158||0x009E||KING OF FIGHTERS 2002 ICE-BLUE&lt;br /&gt;
|-&lt;br /&gt;
|159||0x009F||KING OF FIGHTERS 97 PJ&lt;br /&gt;
|-&lt;br /&gt;
|160||0x00A0||KING OF FIGHTERS 97 YL&lt;br /&gt;
|-&lt;br /&gt;
|161||0x00A1||KING OF FIGHTERS 97 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data region).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blues Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name used in the testmode softdip screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - has NGH of 0x299 which belongs to the mslug6 hack).&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5968</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5968"/>
		<updated>2018-03-13T15:10:47Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known Game Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data region).&lt;br /&gt;
*Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blues Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name used in the testmode softdip screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - has NGH of 0x299 which belongs to the mslug6 hack).&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5967</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5967"/>
		<updated>2018-03-13T09:25:37Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Same game issues found since using the cart mentioned.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Known Game Issues=&lt;br /&gt;
&lt;br /&gt;
*Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data region).&lt;br /&gt;
*Magical Drop 2 - Hiscore table broken when first drawn to screen (start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.&lt;br /&gt;
*Blues Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).&lt;br /&gt;
*Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.&lt;br /&gt;
*Alpha Mission II - Game name used in the testmode softdip screen is byte flipped (stored incorrectly in the carts game name tables).&lt;br /&gt;
*Metal Slug 3 - has NGH of 0x299 which belongs to the mslug6 hack).&lt;br /&gt;
&lt;br /&gt;
There are probably other game issues also.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5956</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5956"/>
		<updated>2018-03-09T20:57:26Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5955</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5955"/>
		<updated>2018-03-09T20:55:22Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to congigure a single ROM region to a different game than whats held in the other regions. Based on whats known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5952</id>
		<title>161-in-1 Series 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=161-in-1_Series_1&amp;diff=5952"/>
		<updated>2018-03-05T08:50:52Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Relatively recent [[multicarts|multicart]] with a software menu.&lt;br /&gt;
&lt;br /&gt;
=Programming=&lt;br /&gt;
&lt;br /&gt;
Infos by [[User:Razoola|Razoola]].&lt;br /&gt;
&lt;br /&gt;
Games have their [[68k interrupts|v-blank]] interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware(via converter), a memory card is present or either 1UP select, 2UP start or 2UP select is also pressed. &lt;br /&gt;
&lt;br /&gt;
Address [[68k memory map|0x2FFFE0]] (word) is used to communicate with the mcu for storage and retrieval of the game&#039;s [[software DIPs]] settings and the menu&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF0]]&lt;br /&gt;
*0x0F0F is always written by the UI but testing seems to show any value will have the same effect.&lt;br /&gt;
*Prep MCU to receive game change info (must be written first).&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF2]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
 &lt;br /&gt;
[[68k memory map|0x2FFFF4]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*purpose unknown&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFFF6]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Purpose unknown but a value must be written!&lt;br /&gt;
&lt;br /&gt;
[[68k memory map|0x2FFF00]]&lt;br /&gt;
*Number of game to be selected always written by the UI.&lt;br /&gt;
*Swaps ROM regions to new game (must be written).&lt;br /&gt;
&lt;br /&gt;
Some notes about game swapping.&lt;br /&gt;
&lt;br /&gt;
*To get back into the 161-in-1 game list the game number is set to 0x0000.&lt;br /&gt;
*Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure is this is true for all games).&lt;br /&gt;
*ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.&lt;br /&gt;
*A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).&lt;br /&gt;
*No way is currently known to instruct the cart to congigure a single ROM region to a different game than whats held in the other regions. Based on whats known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.&lt;br /&gt;
&lt;br /&gt;
=Boards=&lt;br /&gt;
&lt;br /&gt;
[[File:55lv100s.png|thumb|55LV100S draft pinout]]&lt;br /&gt;
&lt;br /&gt;
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.&lt;br /&gt;
&lt;br /&gt;
* 3 for P (384MB)&lt;br /&gt;
* 5 for V (640MB)&lt;br /&gt;
* 16 for C (2GB)&lt;br /&gt;
* 1 for S&lt;br /&gt;
* 1 for M&lt;br /&gt;
&lt;br /&gt;
==PROG board==&lt;br /&gt;
&lt;br /&gt;
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.&lt;br /&gt;
&lt;br /&gt;
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.&lt;br /&gt;
&lt;br /&gt;
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.&lt;br /&gt;
&lt;br /&gt;
==CHA board==&lt;br /&gt;
&lt;br /&gt;
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.&lt;br /&gt;
&lt;br /&gt;
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5910</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5910"/>
		<updated>2018-01-22T21:59:43Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by unlicenced or homebrew games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD (and also another game Astro Smash)&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
*2000: Neo No Panepon&lt;br /&gt;
&lt;br /&gt;
*9999: Neo Pong&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
*9237: 161in1 Multigame (on cold boot).&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5899</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5899"/>
		<updated>2018-01-11T09:27:58Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by bootlegs and hacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD (and also another game Astro Smash)&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
*9237: 161in1 Multigame (on cold boot).&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5898</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5898"/>
		<updated>2018-01-11T09:18:35Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by bootlegs and hacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD (and also another game Astro Smash)&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
*9237: 161in1 Multigame on cold boot.&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5894</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5894"/>
		<updated>2017-12-31T11:45:28Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by unlicenced or homebrew games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD (and also another game Astro Smash)&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5893</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5893"/>
		<updated>2017-12-31T08:27:00Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5892</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5892"/>
		<updated>2017-12-31T08:26:36Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
&lt;br /&gt;
*0501: Knights Chance (NeoBitz)&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003 (bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
Currenty there are no known homebrew games with unknown NGH numbers.&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5891</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5891"/>
		<updated>2017-12-30T18:47:18Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by bootlegs and hacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet 2004 (bootleg)&lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5890</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5890"/>
		<updated>2017-12-30T18:35:47Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5889</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5889"/>
		<updated>2017-12-30T18:35:31Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0272&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5888</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5888"/>
		<updated>2017-12-30T18:33:08Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Free ranges (apart from those known to be already taken listed below) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0273&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0274~0299&lt;br /&gt;
*0300~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5887</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5887"/>
		<updated>2017-12-30T18:32:12Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Free ranges (apart from known listed below) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0273&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from those known to be already taken listed below)==&lt;br /&gt;
*0274~0299&lt;br /&gt;
*0304~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5886</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5886"/>
		<updated>2017-12-30T18:30:07Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Range 100~199 partially used by official Korean NeoGeo releases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0273&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from known listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0304~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 0143.&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5885</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5885"/>
		<updated>2017-12-30T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Known NGH used by unlicenced or homebrew games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0273&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from known listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0304~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 143.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
&lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5884</id>
		<title>NGH number</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=NGH_number&amp;diff=5884"/>
		<updated>2017-12-30T18:07:21Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Added whaI know about games and NGH numbers from work on the Universe Bios over the years.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NGH number is the game&#039;s unique identifier used for [[Memory card|saves and highscores]] and probably other things. It is always stored in the [[68k program header]] in BCD format at address $108. Some later unlicenced games and bootlegs use a hex value.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Games]]&lt;br /&gt;
&lt;br /&gt;
How can we get homebrew numbers organised ? Can this page be used as a reference for new numbers ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Used ranges==&lt;br /&gt;
*0001~0099&lt;br /&gt;
*0100~0199 (Korean releases, see below)&lt;br /&gt;
*0200~0273&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free ranges (apart from known listed below)==&lt;br /&gt;
*0273~0299&lt;br /&gt;
*0304~0399&lt;br /&gt;
*0401~9999(?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range 100~199 partially used by official Korean NeoGeo releases==&lt;br /&gt;
*0122: Pae Wang Jeon Seol (Samurai Shodown IV)&lt;br /&gt;
*0123: Quiz Daisousa Sen&lt;br /&gt;
*0124: Real Bout Fatal Fury Special&lt;br /&gt;
*0134: The Last Soldier (Last Blade)&lt;br /&gt;
*0140: Real Bout Fatal Fury 2&lt;br /&gt;
*0151: The King of Fighters 99 ([[NEO-SMA]] protected version)&lt;br /&gt;
*0152: The King of Fighters 99 &lt;br /&gt;
*0163: Saulabi Spirits (Samurai Shodown II)&lt;br /&gt;
*0187: Fighters Swords (Samurai Shodown III)&lt;br /&gt;
*0195: Real Bout Fatal Fury&lt;br /&gt;
*0196: Art of Fighting 3&lt;br /&gt;
&lt;br /&gt;
While some of this range will be vacant, looking at the above, at minimum there is a very good chance of a Korean version of &#039;Last Blade 2&#039; using NGH 143.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by unlicenced or homebrew games==&lt;br /&gt;
*0300: Last Hope&lt;br /&gt;
*0301: Fast Striker&lt;br /&gt;
*0302: Last Hope: Pink Bullets&lt;br /&gt;
*0303: Gunlord&lt;br /&gt;
*0304: Neo XYX&lt;br /&gt;
*0305: Razion&lt;br /&gt;
*0306: Kraut Buster (not yet released)&lt;br /&gt;
 &lt;br /&gt;
*0400: Le Cortex CPHD&lt;br /&gt;
 &lt;br /&gt;
*03E7: V-Liner&lt;br /&gt;
*FEDC: Super Bubble Pop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known NGH used by bootlegs and hacks==&lt;br /&gt;
*0275: The King of Fighters 10th Anniversary (bootleg)&lt;br /&gt;
 &lt;br /&gt;
*0299: Metal Slug 6 (bootleg)&lt;br /&gt;
*0941: Metal Slug 2 Turbo (hack)&lt;br /&gt;
&lt;br /&gt;
*0F48: Treasure of the Caribbean (bootleg, not an official proto version)&lt;br /&gt;
 &lt;br /&gt;
*5003: Crouching Tiger hidden Dragon 2003(bootleg)&lt;br /&gt;
*5008: The King of Fighters 10th Anniversary Extra Plus (bootleg)&lt;br /&gt;
*5232: King of Gladiator (bootleg)&lt;br /&gt;
*5246: Lansquenet (bootleg)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Unknown NGH numbers for known homebrew releases==&lt;br /&gt;
*????: Knights Chance (NeoBitz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other NGH oddities==&lt;br /&gt;
*0008: Jockey Grand Prix (this NGH is suspected to have been allocated to Sun Shine / Block Paradise)&lt;br /&gt;
*069C: Fatal Fury 3 (NeoGeo CD version only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base system]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Security_code&amp;diff=5717</id>
		<title>Security code</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Security_code&amp;diff=5717"/>
		<updated>2017-07-08T10:50:10Z</updated>

		<summary type="html">&lt;p&gt;Razoola: fixed one typo in table and made values more understandable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pointed to at $182 (in the [[68k_program_header]]).&lt;br /&gt;
&lt;br /&gt;
The [[System ROM]] compares this code byte per byte with its internal copy (which is located at $C146CA for SP-E, and $C146A2 for SP-E v2) as part of the cartridge detection routine.&lt;br /&gt;
&lt;br /&gt;
There is some jumps to the security code inside the system ROM but it seems to never be called (at least in SP-E v2).&lt;br /&gt;
&lt;br /&gt;
From the official SNK doc :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
dc.w	0x7600, 0x4A6D, 0x0A14, 0x6600&lt;br /&gt;
dc.w	0x003C, 0x206D, 0x0A04, 0x3E2D&lt;br /&gt;
dc.w	0x0A08, 0x13C0, 0x0030, 0x0001&lt;br /&gt;
dc.w	0x3210, 0x0C01, 0x00FF, 0x671A&lt;br /&gt;
dc.w	0x3028, 0x0002, 0xB02D, 0x0ACE&lt;br /&gt;
dc.w	0x6610, 0x3028, 0x0004, 0xB02D&lt;br /&gt;
dc.w	0x0ACF, 0x0606, 0xB22D, 0x0AD0&lt;br /&gt;
dc.w	0x6708, 0x5088, 0x51CF, 0xFFD4&lt;br /&gt;
dc.w	0x3607, 0x4E75, 0x206D, 0x0A04&lt;br /&gt;
dc.w	0x3E2D, 0x0A08, 0x3210, 0xE049&lt;br /&gt;
dc.w	0x0C01, 0x00FF, 0x671A, 0x3010&lt;br /&gt;
dc.w	0xB02D, 0x0ACE, 0x6612, 0x3028&lt;br /&gt;
dc.w	0x0002, 0xE048, 0xB02D, 0x0ACF&lt;br /&gt;
dc.w	0x6606, 0xB22D, 0x0AD0, 0x6708&lt;br /&gt;
dc.w	0x5888, 0x51CF, 0xFFD8, 0x3607&lt;br /&gt;
dc.w	0x4E75&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From KOF96 (CD):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	moveq	#0,d3&lt;br /&gt;
	tst	2580(a5)		;$10FD14.w&lt;br /&gt;
	bne	LAB_20F3		;&lt;br /&gt;
	movea.l	2564(a5),a0		;$10FD04.l&lt;br /&gt;
	move	2568(a5),d7		;$10FD08.w&lt;br /&gt;
LAB_20F0:&lt;br /&gt;
	move.b	d0,EXT_03E5		;watchdog&lt;br /&gt;
	move	(a0),d1&lt;br /&gt;
	cmpi.b	#$FF,d1&lt;br /&gt;
	beq.s	LAB_20F1		;skip&lt;br /&gt;
	move	2(a0),d0&lt;br /&gt;
	cmp.b	2766(a5),d0		;$10FDCE.b&lt;br /&gt;
	bne.s	LAB_20F1		;skip&lt;br /&gt;
	move	4(a0),d0&lt;br /&gt;
	cmp.b	2767(a5),d0		;$10FDCF.b&lt;br /&gt;
	bne.s	LAB_20F1		;skip&lt;br /&gt;
	cmp.b	2768(a5),d1		;$10FDD0.b&lt;br /&gt;
	beq.s	LAB_20F2&lt;br /&gt;
LAB_20F1:&lt;br /&gt;
	addq.l	#8,a0&lt;br /&gt;
	dbf	d7,LAB_20F0&lt;br /&gt;
	move	d7,d3&lt;br /&gt;
LAB_20F2:&lt;br /&gt;
	rts&lt;br /&gt;
&lt;br /&gt;
LAB_20F3:&lt;br /&gt;
	movea.l	2564(a5),a0		;$10FD04.l&lt;br /&gt;
	move	2568(a5),d7		;$10FD08.w&lt;br /&gt;
LAB_20F4:&lt;br /&gt;
	move	(a0),d1&lt;br /&gt;
	lsr	#8,d1&lt;br /&gt;
	cmpi.b	#$FF,d1&lt;br /&gt;
	beq.s	LAB_20F5		;skip&lt;br /&gt;
	move	(a0),d0&lt;br /&gt;
	cmp.b	2766(a5),d0		;$10FDCE.b&lt;br /&gt;
	bne.s	LAB_20F5		;skip&lt;br /&gt;
	move	2(a0),d0&lt;br /&gt;
	lsr	#8,d0&lt;br /&gt;
	cmp.b	2767(a5),d0		;$10FDCF.b&lt;br /&gt;
	bne.s	LAB_20F5		;skip&lt;br /&gt;
	cmp.b	2768(a5),d1		;$10FDD0.b&lt;br /&gt;
	beq.s	LAB_20F6&lt;br /&gt;
LAB_20F5:&lt;br /&gt;
	addq.l	#4,a0&lt;br /&gt;
	dbf	d7,LAB_20F4&lt;br /&gt;
	move	d7,d3&lt;br /&gt;
LAB_20F6:&lt;br /&gt;
	rts&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From sp-s2.sp1 :&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Security:&lt;br /&gt;
                moveq   #0, d3&lt;br /&gt;
                tst.w   0xA14(a5)&lt;br /&gt;
                bne.w   loc_C146E6&lt;br /&gt;
                movea.l 0xA04(a5), a0&lt;br /&gt;
                move.w  0xA08(a5), d7&lt;br /&gt;
&lt;br /&gt;
loc_C146B4:&lt;br /&gt;
                move.b  d0, (0x300001).l&lt;br /&gt;
                move.w  (a0), d1&lt;br /&gt;
                cmpi.b  #0xFF, d1&lt;br /&gt;
                beq.s   loc_C146DC&lt;br /&gt;
                move.w  2(a0), d0&lt;br /&gt;
                cmp.b   0xACE(a5), d0&lt;br /&gt;
                bne.s   loc_C146DC&lt;br /&gt;
                move.w  4(a0), d0&lt;br /&gt;
                cmp.b   0xACF(a5), d0&lt;br /&gt;
                bne.s   loc_C146DC&lt;br /&gt;
                cmp.b   0xAD0(a5), d1&lt;br /&gt;
                beq.s   locret_C146E4&lt;br /&gt;
&lt;br /&gt;
loc_C146DC:&lt;br /&gt;
                addq.l  #8, a0&lt;br /&gt;
                dbf     d7, loc_C146B4&lt;br /&gt;
                move.w  d7, d3&lt;br /&gt;
&lt;br /&gt;
locret_C146E4:&lt;br /&gt;
                rts&lt;br /&gt;
&lt;br /&gt;
loc_C146E6:&lt;br /&gt;
                movea.l 0xA04(a5), a0&lt;br /&gt;
                move.w  0xA08(a5), d7&lt;br /&gt;
&lt;br /&gt;
loc_C146EE:&lt;br /&gt;
                move.w  (a0), d1&lt;br /&gt;
                lsr.w   #8, d1&lt;br /&gt;
                cmpi.b  #0xFF, d1&lt;br /&gt;
                beq.s   loc_C14712&lt;br /&gt;
                move.w  (a0), d0&lt;br /&gt;
                cmp.b   0xACE(a5), d0&lt;br /&gt;
                bne.s   loc_C14712&lt;br /&gt;
                move.w  2(a0), d0&lt;br /&gt;
                lsr.w   #8, d0&lt;br /&gt;
                cmp.b   0xACF(a5), d0&lt;br /&gt;
                bne.s   loc_C14712&lt;br /&gt;
                cmp.b   0xAD0(a5), d1&lt;br /&gt;
                beq.s   locret_C1471A&lt;br /&gt;
&lt;br /&gt;
loc_C14712:&lt;br /&gt;
                addq.l  #4, a0&lt;br /&gt;
                dbf     d7, loc_C146EE&lt;br /&gt;
                move.w  d7, d3&lt;br /&gt;
&lt;br /&gt;
locret_C1471A:&lt;br /&gt;
                rts&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Universe_BIOS&amp;diff=4656</id>
		<title>Universe BIOS</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Universe_BIOS&amp;diff=4656"/>
		<updated>2016-01-21T08:24:23Z</updated>

		<summary type="html">&lt;p&gt;Razoola: Edited while the way legal messages related to all homebrew projects mentioned on the wiki (hardware and software) is agreed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Universe BIOS (or UniBIOS) is a patched MVS [[System ROM]] maintened by [[Razoola]], which can run on both MVS and AES. It wasn&#039;t written from the ground up but built over the original (copyrighted) SNK system ROM code and data.&lt;br /&gt;
&lt;br /&gt;
An alternative to the Universe Bios there is the [[Neopen BIOS]].&lt;br /&gt;
&lt;br /&gt;
Graphic visualisation:&lt;br /&gt;
&lt;br /&gt;
[[File:binviewunibios23.png]]&lt;br /&gt;
&lt;br /&gt;
Difference with [[System ROM|SP-S2]]:&lt;br /&gt;
&lt;br /&gt;
[[File:unibios23diff.png]]&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Cheat database with in-game menu&lt;br /&gt;
* Jukebox function&lt;br /&gt;
* Error handling&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Universe_BIOS&amp;diff=4654</id>
		<title>Universe BIOS</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Universe_BIOS&amp;diff=4654"/>
		<updated>2016-01-19T22:05:10Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Universe BIOS (or UniBIOS) is a patched MVS [[System ROM]] maintened by [[Razoola]], which can run on both MVS and AES.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t written from the ground up but built over the original (copyrighted) SNK system ROM code and data. Therefore, distributing and especially selling it is theoretically illegal unless you have a legal right to do so.&lt;br /&gt;
&lt;br /&gt;
Who cares, right ?&lt;br /&gt;
&lt;br /&gt;
If you consider copyrights and open-source projects, check out [[Neopen BIOS]].&lt;br /&gt;
&lt;br /&gt;
Graphic visualisation:&lt;br /&gt;
&lt;br /&gt;
[[File:binviewunibios23.png]]&lt;br /&gt;
&lt;br /&gt;
Difference with [[System ROM|SP-S2]]:&lt;br /&gt;
&lt;br /&gt;
[[File:unibios23diff.png]]&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Cheat database with in-game menu&lt;br /&gt;
* Jukebox function&lt;br /&gt;
* Error handling&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartridge systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4396</id>
		<title>Loading time</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4396"/>
		<updated>2015-11-02T11:48:31Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* The initial black screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aka &amp;quot;the juggling monkey&amp;quot;, loading times are a (shamefully) well known issue of arguably all the NeoGeo CD systems.&lt;br /&gt;
&lt;br /&gt;
Comparition of loading times in various games (French): [[http://neogeocdworld.info/html/dossiers/temps_chargements.htm]]&lt;br /&gt;
&lt;br /&gt;
Wether on CD or CDZ there&#039;s a 4.48 seconds constant, and a 0.65 seconds overhead per file. Depending on the loading file list, the CD drive speed relates to 50~75% of the total loading time.&lt;br /&gt;
&lt;br /&gt;
==Why ?==&lt;br /&gt;
&lt;br /&gt;
Loading in CD systems is an inavoidable step. It allows the system&#039;s CPU to access all data randomly, from a media which can only be read in long, contiguous streams.&lt;br /&gt;
&lt;br /&gt;
[[CDDA]] tracks are &#039;&#039;&#039;not&#039;&#039;&#039; loaded or even loadable, since they are read like a regular music CD while the game is running.&lt;br /&gt;
&lt;br /&gt;
Back when the NeoGeo CD was designed, common CD drives used x1, x2 or x4 speeds for the most expensive ones. The base speed (x1) is 150kB/s, x2 is 300kB/s...&lt;br /&gt;
&lt;br /&gt;
To make it clear: the NeoGeo CDs loading time issue is caused by large game data loaded by a slow CD drive.&lt;br /&gt;
&lt;br /&gt;
To fill up all the NeoGeo CD&#039;s [[DRAM]], which corresponds to the largest loading possible, it would &#039;&#039;&#039;ideally&#039;&#039;&#039; take 7MB/150kB = 47 seconds, and 7MB/300kB = 24 seconds on the [[CDZ]].&lt;br /&gt;
&lt;br /&gt;
==Comparison with the Sega MegaCD==&lt;br /&gt;
&lt;br /&gt;
This is like comparing a Megadrive cart with a NeoGeo cart: one&#039;s bigger than the other.&lt;br /&gt;
&lt;br /&gt;
The MegaCD also has a x1 drive, but only 0.75MB of DRAM (to check), which means around 9 times less loading memory than the NeoGeo CD. The games are just way bigger (code, graphics, sound...) on the NeoGeo.&lt;br /&gt;
&lt;br /&gt;
==Ideally and reality==&lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the &amp;quot;x&amp;quot; speed indication of a CD drive is directly related to the loading time.&lt;br /&gt;
&lt;br /&gt;
Actually that is the ideal speed, which would correspond to loading a unique 600MB file into a zero-lag memory with infinite speed copy. This does not happen in reality.&lt;br /&gt;
&lt;br /&gt;
===Seeking===&lt;br /&gt;
&lt;br /&gt;
A CD is made of an unique, continuous track containing all the data. Seeking in this track can take a huge amount of time because it requires the CD drive to mechanically move the laser pickup head and wait for the required data to &amp;quot;pass by&amp;quot; while the CD is spinning. For example, seeking from the first to the last sector of a CD can take up to 4 seconds, &#039;&#039;&#039;regardless&#039;&#039;&#039; of the drive&#039;s data speed.&lt;br /&gt;
&lt;br /&gt;
Since there are numerous files in a typical game CD, seeking times add up when multiples files need to be loaded.&lt;br /&gt;
&lt;br /&gt;
The seeking times depend on the physical relative position of the file&#039;s data on the CD.&lt;br /&gt;
&lt;br /&gt;
This also means that the crapload of files in Samurai RPG makes it the most innefficient game regarding loading times (not necessarily the longest).&lt;br /&gt;
&lt;br /&gt;
===Error correction===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;CD host chip&amp;quot; decodes and error-checks and corrects data from the (possibly scratched) CD in real time (no delay), but buffers the data in cache memory waiting for copy. This adds a small but frequent overhead on every CD sector loaded.&lt;br /&gt;
&lt;br /&gt;
===Copy===&lt;br /&gt;
&lt;br /&gt;
Each CD sector is then copied to the appropriate DRAM chip. The copy procedure is handled by the NeoGeo CPU itself (DMA sometimes ? Still slow...), which is slow (TODO: need average data throughput).&lt;br /&gt;
&lt;br /&gt;
[[Razoola]] indicated that his CD Unibios optimized the copy procedure, reducing the total loading time a bit.&lt;br /&gt;
&lt;br /&gt;
==The initial black screen==&lt;br /&gt;
&lt;br /&gt;
The long, scary black screen before the loading screen appears is intentional. The screen is turned off while the [[FIX file]] listed in the games [[IPL file]] is loaded. It&#039;s scary because there&#039;s no loading bar and the drive makes funny noises (pickup slide, chirping lens coils). It is required however as graphic corruption would be visible on screen otherwise. The [[IPL file]] contents (file list and locations) is read into memory when the game CD is first recognized by the system after it is inserted. Once recognized the press start message starts flashing to indicate game loading can begin.&lt;br /&gt;
&lt;br /&gt;
All in all, on the NeoGeo CD, the CD drive speed makes up for only 50~75% of the loading time, the rest is seeking (mechanical, by design of CD technology), and buffering/copy (NeoGeo CPU and DRAM speed).&lt;br /&gt;
&lt;br /&gt;
TODO: Match that with the CD to CDZ ratio.&lt;br /&gt;
&lt;br /&gt;
==How to improve==&lt;br /&gt;
&lt;br /&gt;
*Use a faster CD drive, which implies changing the CD host chip for a faster, compatible one (good luck !)&lt;br /&gt;
*Kick the [[68k]]&#039;s butt so it goes faster: overclocking, using a 16MHz+ grade one&lt;br /&gt;
*Use faster DRAM, probably implies changing DRAM controllers too&lt;br /&gt;
&lt;br /&gt;
Basically: Redesign 1/3 of the console :) Buy a damn MVS board.&lt;br /&gt;
&lt;br /&gt;
[[Category:CD systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4395</id>
		<title>Loading time</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4395"/>
		<updated>2015-10-30T19:05:08Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aka &amp;quot;the juggling monkey&amp;quot;, loading times are a (shamefully) well known issue of arguably all the NeoGeo CD systems.&lt;br /&gt;
&lt;br /&gt;
Comparition of loading times in various games (French): [[http://neogeocdworld.info/html/dossiers/temps_chargements.htm]]&lt;br /&gt;
&lt;br /&gt;
Wether on CD or CDZ there&#039;s a 4.48 seconds constant, and a 0.65 seconds overhead per file. Depending on the loading file list, the CD drive speed relates to 50~75% of the total loading time.&lt;br /&gt;
&lt;br /&gt;
==Why ?==&lt;br /&gt;
&lt;br /&gt;
Loading in CD systems is an inavoidable step. It allows the system&#039;s CPU to access all data randomly, from a media which can only be read in long, contiguous streams.&lt;br /&gt;
&lt;br /&gt;
[[CDDA]] tracks are &#039;&#039;&#039;not&#039;&#039;&#039; loaded or even loadable, since they are read like a regular music CD while the game is running.&lt;br /&gt;
&lt;br /&gt;
Back when the NeoGeo CD was designed, common CD drives used x1, x2 or x4 speeds for the most expensive ones. The base speed (x1) is 150kB/s, x2 is 300kB/s...&lt;br /&gt;
&lt;br /&gt;
To make it clear: the NeoGeo CDs loading time issue is caused by large game data loaded by a slow CD drive.&lt;br /&gt;
&lt;br /&gt;
To fill up all the NeoGeo CD&#039;s [[DRAM]], which corresponds to the largest loading possible, it would &#039;&#039;&#039;ideally&#039;&#039;&#039; take 7MB/150kB = 47 seconds, and 7MB/300kB = 24 seconds on the [[CDZ]].&lt;br /&gt;
&lt;br /&gt;
==Comparison with the Sega MegaCD==&lt;br /&gt;
&lt;br /&gt;
This is like comparing a Megadrive cart with a NeoGeo cart: one&#039;s bigger than the other.&lt;br /&gt;
&lt;br /&gt;
The MegaCD also has a x1 drive, but only 0.75MB of DRAM (to check), which means around 9 times less loading memory than the NeoGeo CD. The games are just way bigger (code, graphics, sound...) on the NeoGeo.&lt;br /&gt;
&lt;br /&gt;
==Ideally and reality==&lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the &amp;quot;x&amp;quot; speed indication of a CD drive is directly related to the loading time.&lt;br /&gt;
&lt;br /&gt;
Actually that is the ideal speed, which would correspond to loading a unique 600MB file into a zero-lag memory with infinite speed copy. This does not happen in reality.&lt;br /&gt;
&lt;br /&gt;
===Seeking===&lt;br /&gt;
&lt;br /&gt;
A CD is made of an unique, continuous track containing all the data. Seeking in this track can take a huge amount of time because it requires the CD drive to mechanically move the laser pickup head and wait for the required data to &amp;quot;pass by&amp;quot; while the CD is spinning. For example, seeking from the first to the last sector of a CD can take up to 4 seconds, &#039;&#039;&#039;regardless&#039;&#039;&#039; of the drive&#039;s data speed.&lt;br /&gt;
&lt;br /&gt;
Since there are numerous files in a typical game CD, seeking times add up when multiples files need to be loaded.&lt;br /&gt;
&lt;br /&gt;
The seeking times depend on the physical relative position of the file&#039;s data on the CD.&lt;br /&gt;
&lt;br /&gt;
This also means that the crapload of files in Samurai RPG makes it the most innefficient game regarding loading times (not necessarily the longest).&lt;br /&gt;
&lt;br /&gt;
===Error correction===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;CD host chip&amp;quot; decodes and error-checks and corrects data from the (possibly scratched) CD in real time (no delay), but buffers the data in cache memory waiting for copy. This adds a small but frequent overhead on every CD sector loaded.&lt;br /&gt;
&lt;br /&gt;
===Copy===&lt;br /&gt;
&lt;br /&gt;
Each CD sector is then copied to the appropriate DRAM chip. The copy procedure is handled by the NeoGeo CPU itself (DMA sometimes ? Still slow...), which is slow (TODO: need average data throughput).&lt;br /&gt;
&lt;br /&gt;
[[Razoola]] indicated that his CD Unibios optimized the copy procedure, reducing the total loading time a bit.&lt;br /&gt;
&lt;br /&gt;
==The initial black screen==&lt;br /&gt;
&lt;br /&gt;
The long, scary black screen before the loading screen appears is intentional. The screen is turned off while the [[FIX file]] listed in the games [[IPL file]] is loaded. It&#039;s scary because there&#039;s no loading bar and the drive makes funny noises (pickup slide, chirping lens coils). It is required however as graphic corruption would be visible on screen otherwise. The [[IPL file]] contents is actually read into memory when the game CD is first recognized by the system (after its inserted), then press start starts flashing to begin loading.&lt;br /&gt;
&lt;br /&gt;
All in all, on the NeoGeo CD, the CD drive speed makes up for only 50~75% of the loading time, the rest is seeking (mechanical, by design of CD technology), and buffering/copy (NeoGeo CPU and DRAM speed).&lt;br /&gt;
&lt;br /&gt;
TODO: Match that with the CD to CDZ ratio.&lt;br /&gt;
&lt;br /&gt;
==How to improve==&lt;br /&gt;
&lt;br /&gt;
*Use a faster CD drive, which implies changing the CD host chip for a faster, compatible one (good luck !)&lt;br /&gt;
*Kick the [[68k]]&#039;s butt so it goes faster: overclocking, using a 16MHz+ grade one&lt;br /&gt;
*Use faster DRAM, probably implies changing DRAM controllers too&lt;br /&gt;
&lt;br /&gt;
Basically: Redesign 1/3 of the console :) Buy a damn MVS board.&lt;br /&gt;
&lt;br /&gt;
[[Category:CD systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4394</id>
		<title>Loading time</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4394"/>
		<updated>2015-10-30T19:01:24Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aka &amp;quot;the juggling monkey&amp;quot;, loading times are a (shamefully) well known issue of arguably all the NeoGeo CD systems.&lt;br /&gt;
&lt;br /&gt;
Comparition of loading times in various games (French): [[http://neogeocdworld.info/html/dossiers/temps_chargements.htm]]&lt;br /&gt;
&lt;br /&gt;
Wether on CD or CDZ there&#039;s a 4.48 seconds constant, and a 0.65 seconds overhead per file. Depending on the loading file list, the CD drive speed relates to 50~75% of the total loading time.&lt;br /&gt;
&lt;br /&gt;
==Why ?==&lt;br /&gt;
&lt;br /&gt;
Loading in CD systems is an inavoidable step. It allows the system&#039;s CPU to access all data randomly, from a media which can only be read in long, contiguous streams.&lt;br /&gt;
&lt;br /&gt;
[[CDDA]] tracks are &#039;&#039;&#039;not&#039;&#039;&#039; loaded or even loadable, since they are read like a regular music CD while the game is running.&lt;br /&gt;
&lt;br /&gt;
Back when the NeoGeo CD was designed, common CD drives used x1, x2 or x4 speeds for the most expensive ones. The base speed (x1) is 150kB/s, x2 is 300kB/s...&lt;br /&gt;
&lt;br /&gt;
To make it clear: the NeoGeo CDs loading time issue is caused by large game data loaded by a slow CD drive.&lt;br /&gt;
&lt;br /&gt;
To fill up all the NeoGeo CD&#039;s [[DRAM]], which corresponds to the largest loading possible, it would &#039;&#039;&#039;ideally&#039;&#039;&#039; take 7MB/150kB = 47 seconds, and 7MB/300kB = 24 seconds on the [[CDZ]].&lt;br /&gt;
&lt;br /&gt;
==Comparison with the Sega MegaCD==&lt;br /&gt;
&lt;br /&gt;
This is like comparing a Megadrive cart with a NeoGeo cart: one&#039;s bigger than the other.&lt;br /&gt;
&lt;br /&gt;
The MegaCD also has a x1 drive, but only 0.75MB of DRAM (to check), which means around 9 times less loading memory than the NeoGeo CD. The games are just way bigger (code, graphics, sound...) on the NeoGeo.&lt;br /&gt;
&lt;br /&gt;
==Ideally and reality==&lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the &amp;quot;x&amp;quot; speed indication of a CD drive is directly related to the loading time.&lt;br /&gt;
&lt;br /&gt;
Actually that is the ideal speed, which would correspond to loading a unique 600MB file into a zero-lag memory with infinite speed copy. This does not happen in reality.&lt;br /&gt;
&lt;br /&gt;
===Seeking===&lt;br /&gt;
&lt;br /&gt;
A CD is made of an unique, continuous track containing all the data. Seeking in this track can take a huge amount of time because it requires the CD drive to mechanically move the laser pickup head and wait for the required data to &amp;quot;pass by&amp;quot; while the CD is spinning. For example, seeking from the first to the last sector of a CD can take up to 4 seconds, &#039;&#039;&#039;regardless&#039;&#039;&#039; of the drive&#039;s data speed.&lt;br /&gt;
&lt;br /&gt;
Since there are numerous files in a typical game CD, seeking times add up when multiples files need to be loaded.&lt;br /&gt;
&lt;br /&gt;
The seeking times depend on the physical relative position of the file&#039;s data on the CD.&lt;br /&gt;
&lt;br /&gt;
This also means that the crapload of files in Samurai RPG makes it the most innefficient game regarding loading times (not necessarily the longest).&lt;br /&gt;
&lt;br /&gt;
===Error correction===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;CD host chip&amp;quot; decodes and error-checks and corrects data from the (possibly scratched) CD in real time (no delay), but buffers the data in cache memory waiting for copy. This adds a small but frequent overhead on every CD sector loaded.&lt;br /&gt;
&lt;br /&gt;
===Copy===&lt;br /&gt;
&lt;br /&gt;
Each CD sector is then copied to the appropriate DRAM chip. The copy procedure is handled by the NeoGeo CPU itself (DMA sometimes ? Still slow...), which is slow (TODO: need average data throughput).&lt;br /&gt;
&lt;br /&gt;
[[Razoola]] indicated that his CD Unibios optimized the copy procedure, reducing the total loading time a bit.&lt;br /&gt;
&lt;br /&gt;
==The initial black screen==&lt;br /&gt;
&lt;br /&gt;
The long, scary black screen before the loading screen appears is intentional. The screen is turned off while the [[FIX file]] listed in the games [[IPL file]] is loaded. It&#039;s scary because there&#039;s no loading bar and the drive makes funny noises (pickup slide, chirping lens coils), it is required however as graphic corruption would be visible on screen otherwise. The [[IPL file]] contents is actually read into memory when the game CD is first recognized by the system after its inserted (then press start starts flashing).&lt;br /&gt;
&lt;br /&gt;
All in all, on the NeoGeo CD, the CD drive speed makes up for only 50~75% of the loading time, the rest is seeking (mechanical, by design of CD technology), and buffering/copy (NeoGeo CPU and DRAM speed).&lt;br /&gt;
&lt;br /&gt;
TODO: Match that with the CD to CDZ ratio.&lt;br /&gt;
&lt;br /&gt;
==How to improve==&lt;br /&gt;
&lt;br /&gt;
*Use a faster CD drive, which implies changing the CD host chip for a faster, compatible one (good luck !)&lt;br /&gt;
*Kick the [[68k]]&#039;s butt so it goes faster: overclocking, using a 16MHz+ grade one&lt;br /&gt;
*Use faster DRAM, probably implies changing DRAM controllers too&lt;br /&gt;
&lt;br /&gt;
Basically: Redesign 1/3 of the console :) Buy a damn MVS board.&lt;br /&gt;
&lt;br /&gt;
[[Category:CD systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4393</id>
		<title>Loading time</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=Loading_time&amp;diff=4393"/>
		<updated>2015-10-30T18:25:10Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aka &amp;quot;the juggling monkey&amp;quot;, loading times are a (shamefully) well known issue of arguably all the NeoGeo CD systems.&lt;br /&gt;
&lt;br /&gt;
Comparition of loading times in various games (French): [[http://neogeocdworld.info/html/dossiers/temps_chargements.htm]]&lt;br /&gt;
&lt;br /&gt;
Wether on CD or CDZ there&#039;s a 4.48 seconds constant, and a 0.65 seconds overhead per file. Depending on the loading file list, the CD drive speed relates to 50~75% of the total loading time.&lt;br /&gt;
&lt;br /&gt;
==Why ?==&lt;br /&gt;
&lt;br /&gt;
Loading in CD systems is an inavoidable step. It allows the system&#039;s CPU to access all data randomly, from a media which can only be read in long, contiguous streams.&lt;br /&gt;
&lt;br /&gt;
[[CDDA]] tracks are &#039;&#039;&#039;not&#039;&#039;&#039; loaded or even loadable, since they are read like a regular music CD while the game is running.&lt;br /&gt;
&lt;br /&gt;
Back when the NeoGeo CD was designed, common CD drives used x1, x2 or x4 speeds for the most expensive ones. The base speed (x1) is 150kB/s, x2 is 300kB/s...&lt;br /&gt;
&lt;br /&gt;
To make it clear: the NeoGeo CDs loading time issue is caused by large game data loaded by a slow CD drive.&lt;br /&gt;
&lt;br /&gt;
To fill up all the NeoGeo CD&#039;s [[DRAM]], which corresponds to the largest loading possible, it would &#039;&#039;&#039;ideally&#039;&#039;&#039; take 7MB/150kB = 47 seconds, and 7MB/300kB = 24 seconds on the [[CDZ]].&lt;br /&gt;
&lt;br /&gt;
==Comparison with the Sega MegaCD==&lt;br /&gt;
&lt;br /&gt;
This is like comparing a Megadrive cart with a NeoGeo cart: one&#039;s bigger than the other.&lt;br /&gt;
&lt;br /&gt;
The MegaCD also has a x1 drive, but only 0.75MB of DRAM (to check), which means around 9 times less loading memory than the NeoGeo CD. The games are just way bigger (code, graphics, sound...) on the NeoGeo.&lt;br /&gt;
&lt;br /&gt;
==Ideally and reality==&lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the &amp;quot;x&amp;quot; speed indication of a CD drive is directly related to the loading time.&lt;br /&gt;
&lt;br /&gt;
Actually that is the ideal speed, which would correspond to loading a unique 600MB file into a zero-lag memory with infinite speed copy. This does not happen in reality.&lt;br /&gt;
&lt;br /&gt;
===Seeking===&lt;br /&gt;
&lt;br /&gt;
A CD is made of an unique, continuous track containing all the data. Seeking in this track can take a huge amount of time because it requires the CD drive to mechanically move the laser pickup head and wait for the required data to &amp;quot;pass by&amp;quot; while the CD is spinning. For example, seeking from the first to the last sector of a CD can take up to 4 seconds, &#039;&#039;&#039;regardless&#039;&#039;&#039; of the drive&#039;s data speed.&lt;br /&gt;
&lt;br /&gt;
Since there are numerous files in a typical game CD, seeking times add up when multiples files need to be loaded.&lt;br /&gt;
&lt;br /&gt;
The seeking times depend on the physical relative position of the file&#039;s data on the CD.&lt;br /&gt;
&lt;br /&gt;
This also means that the crapload of files in Samurai RPG makes it the most innefficient game regarding loading times (not necessarily the longest).&lt;br /&gt;
&lt;br /&gt;
===Error correction===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;CD host chip&amp;quot; decodes and error-checks and corrects data from the (possibly scratched) CD in real time (no delay), but buffers the data in cache memory waiting for copy. This adds a small but frequent overhead on every CD sector loaded.&lt;br /&gt;
&lt;br /&gt;
===Copy===&lt;br /&gt;
&lt;br /&gt;
Each CD sector is then copied to the appropriate DRAM chip. The copy procedure is handled by the NeoGeo CPU itself (DMA sometimes ? Still slow...), which is slow (TODO: need average data throughput).&lt;br /&gt;
&lt;br /&gt;
[[Razoola]] indicated that his CD Unibios optimized the copy procedure, reducing the total loading time a bit.&lt;br /&gt;
&lt;br /&gt;
==The initial black screen==&lt;br /&gt;
&lt;br /&gt;
The long, scary black screen before the initial loading is caused by the CD drive initialization and reading of the [[IPL file]] and loading of the games [[FIX file]]. It&#039;s scary because there&#039;s no loading bar and the drive makes funny noises (pickup slide, chirping lens coils).&lt;br /&gt;
&lt;br /&gt;
All in all, on the NeoGeo CD, the CD drive speed makes up for only 50~75% of the loading time, the rest is seeking (mechanical, by design of CD technology), and buffering/copy (NeoGeo CPU and DRAM speed).&lt;br /&gt;
&lt;br /&gt;
TODO: Match that with the CD to CDZ ratio.&lt;br /&gt;
&lt;br /&gt;
==How to improve==&lt;br /&gt;
&lt;br /&gt;
*Use a faster CD drive, which implies changing the CD host chip for a faster, compatible one (good luck !)&lt;br /&gt;
*Kick the [[68k]]&#039;s butt so it goes faster: overclocking, using a 16MHz+ grade one&lt;br /&gt;
*Use faster DRAM, probably implies changing DRAM controllers too&lt;br /&gt;
&lt;br /&gt;
Basically: Redesign 1/3 of the console :) Buy a damn MVS board.&lt;br /&gt;
&lt;br /&gt;
[[Category:CD systems]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=User:Freem/Debug_menus&amp;diff=4215</id>
		<title>User:Freem/Debug menus</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=User:Freem/Debug_menus&amp;diff=4215"/>
		<updated>2015-05-18T12:05:06Z</updated>

		<summary type="html">&lt;p&gt;Razoola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many Neo-Geo games have debug menus and development tools lurking in their code, waiting to be discovered. Some are as easy as messing with the [[Debug DIPs]], while others require more work.&lt;br /&gt;
&lt;br /&gt;
==Twinkle Star Sprites==&lt;br /&gt;
If ROM address 0x0000FF (0x1000FE in an un-byteswapped &amp;quot;224-p1.p1&amp;quot;) is set to &amp;lt;code&amp;gt;0xDB&amp;lt;/code&amp;gt;, debugging features will be available.&lt;br /&gt;
&lt;br /&gt;
===Program Menu===&lt;br /&gt;
[[Image:Twinsprites_debug1.png|Main debug menu, accessed by holding Player 2&#039;s A,B,C, and D buttons on boot]]&lt;br /&gt;
&lt;br /&gt;
The main debug menu, &amp;quot;--- PROGRAM MENU ---&amp;quot;, is accessed by holding down Player 2&#039;s A, B, C, and D buttons on boot.&lt;br /&gt;
&lt;br /&gt;
===Select Button Menu===&lt;br /&gt;
[[Image:Twinsprites_debug2.png|Another debug menu, accessed by pressing Player 1 Select]]&lt;br /&gt;
&lt;br /&gt;
Another debug menu is available by pressing Player 1 Select at any time.&lt;br /&gt;
&lt;br /&gt;
==The Last Blade==&lt;br /&gt;
The Last Blade has a tool menu; more research is needed. (This was discovered on 2ch. Is this the same menu that you get with debug dip 2-4?)&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;234-p1.bin&amp;quot; (un-byteswapped?) make these changes:&lt;br /&gt;
* 0x5F5F4: 0xAA &amp;amp;rarr; 0x40&lt;br /&gt;
* 0x5F5F5: 0xF3 &amp;amp;rarr; 0xAF&lt;br /&gt;
&lt;br /&gt;
==Viewpoint==&lt;br /&gt;
Viewpoint has a special test/debug type menu. This was discovered by Razoola on the CD system while working on the Universe Bios but also works on the MVS/AES versions of the game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;051-p1&amp;quot; make this change:&lt;br /&gt;
* 0x3FFFF: 0x7F &amp;amp;rarr; 0xFF&lt;br /&gt;
&lt;br /&gt;
When game is running press START+SELECT at the same time, the game will pause and you will see the word &#039;PAUSE&#039; in the top right corner. Pull the joystick DOWN and the new menu will appear.&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4178</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4178"/>
		<updated>2015-02-16T16:22:24Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on AES and not [[MVS systems]]. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
A side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
On AES systems the bios only comes this far and never calls command 3, if title page is required it must be done here.&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4177</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4177"/>
		<updated>2015-02-16T16:16:19Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on AES and not [[MVS systems]]. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
A side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4176</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4176"/>
		<updated>2015-02-16T16:15:06Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on AES and not [[MVS systems]]. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4175</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4175"/>
		<updated>2015-02-16T16:14:50Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on AES and not[[MVS systems]]. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4174</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4174"/>
		<updated>2015-02-16T16:14:40Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on AES and not[[ MVS systems]]. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4173</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4173"/>
		<updated>2015-02-16T16:13:06Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on an AES and not MVS. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on AES systems. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4172</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4172"/>
		<updated>2015-02-16T16:12:26Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on an AES and not MVS. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on [[AES systems]]. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
	<entry>
		<id>https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4171</id>
		<title>USER subroutine</title>
		<link rel="alternate" type="text/html" href="https://wiki.neogeodev.org//index.php?title=USER_subroutine&amp;diff=4171"/>
		<updated>2015-02-16T16:12:01Z</updated>

		<summary type="html">&lt;p&gt;Razoola: /* Command 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The USER subroutine (not called, always jumped to by the BIOS) is required [[68k]] code which needs to perform actions according to the command value set in {{BR|BIOS_USER_REQUEST}}.&lt;br /&gt;
&lt;br /&gt;
At the end of the routine, a jump to [[SYSTEM_RETURN|BIOSF_SYSTEM_RETURN]] is needed to give back control to the BIOS.&lt;br /&gt;
&lt;br /&gt;
=Handling code=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
JT_User:&lt;br /&gt;
    dc.l   StartupInit&lt;br /&gt;
    dc.l   EyeCatcher&lt;br /&gt;
    dc.l   Game&lt;br /&gt;
    dc.l   Title&lt;br /&gt;
&lt;br /&gt;
User:&lt;br /&gt;
    move.b  d0,REG_DIPSW&lt;br /&gt;
    clr.l   d0&lt;br /&gt;
    move.b  BIOS_USER_REQUEST,d0&lt;br /&gt;
    lsl.b   #2,d0&lt;br /&gt;
    lea     JT_User,a0&lt;br /&gt;
    movea.l (a0,d0),a0&lt;br /&gt;
    jsr     (a0)&lt;br /&gt;
    jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=USER_REQUEST values=&lt;br /&gt;
&lt;br /&gt;
==Command 0==&lt;br /&gt;
Initilization of the soft/debug [[DIPs]] in the [[68k user RAM]]. Used only once, when the game is started for the first time on a MVS system (probably when the BIOS doesn&#039;t find the game&#039;s NGH number in the [[backup RAM]]).&lt;br /&gt;
&lt;br /&gt;
Set {{BR|BIOS_USER_MODE}} to 0 during operations, and don&#039;t forget to kick the watchdog as interrupts are disabled.&lt;br /&gt;
&lt;br /&gt;
Initilization of the rest of the user RAM, the display, and I/O.&lt;br /&gt;
&lt;br /&gt;
[[Viewpoint]], which has its backup RAM save pointer set to $100000 (header $10E) and game save size set to $0200 (header $112) does this:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
	move.b	#$00,BIOS_USER_MODE&lt;br /&gt;
	lea	$100000,a0		;Start of game save block&lt;br /&gt;
	move	#$001F,d1		;32*4 longword writes = 512 bytes&lt;br /&gt;
	moveq	#0,d0&lt;br /&gt;
.cl:&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	move.l	d0,(a0)+&lt;br /&gt;
	dbf	d1,.cl&lt;br /&gt;
	move.b	d0,REG_WATCHDOG&lt;br /&gt;
...&lt;br /&gt;
        jmp     BIOSF_SYSTEM_RETURN&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical use is load default data (default rankings, etc) into work-backup area, then jump to SYSTEM_RETURN.&lt;br /&gt;
&lt;br /&gt;
==Command 1==&lt;br /&gt;
Show the game&#039;s own boot logo animation (when [[68k program header|$114]] = 1).&lt;br /&gt;
&lt;br /&gt;
This command by default is only called on an AES and not MVS. It is called once only at system start (before attract mode) and not again.&lt;br /&gt;
&lt;br /&gt;
Later games by SNK trick the MVS bios into calling this subroutine. They do this by first moving and then executing code from RAM during their command 2 routine. This code determines the games SLOT location and then stores this location to address 0xD00058 (See routine from 0xA910E in KOF99).&lt;br /&gt;
&lt;br /&gt;
It is this manipulation of used bios RAM that can cause games to boot out of sequence on multi slot hardware. Another side affect is the new eye catcher does not display right away, at least one attract mode sequence must be completed first. SNK appear to have done this with the aim of updating the original spinning logo with their new version and thus this method is not advised if you want an eye catcher to show on MVS hardware. Instead it is advised to call your own the eye catcher routine from within command 2 (attract mode) only. See Aero Fighters 2 as an example, it has both the Neo Geo eye catcher and a VideoSystem eye catcher.&lt;br /&gt;
&lt;br /&gt;
==Command 2==&lt;br /&gt;
Show the game&#039;s demo, this means anything related to attract mode. (the recommended duration is ?).&lt;br /&gt;
&lt;br /&gt;
==Command 3==&lt;br /&gt;
Show the game&#039;s title screen. This is called when a coin is inserted on [[MVS systems]] only and is never called on [[MVS systems]]. {{BR|BIOS_COMPULSION_TIMER}} is used as a count-down timer for auto-start.&lt;br /&gt;
&lt;br /&gt;
Some games write 0x01 to 0x10FEC5 in this routine. It stops the bios calling command 3 twice after game over if credits are already in the system (attract mode skipped). When 0x00 the bios will initiate another command 3 a few frames after the first. This causes the title page to draw twice. This could be a bios bug which SNK fixed by adding this variable in a later bios revision (needs confirming).&lt;br /&gt;
&lt;br /&gt;
To see an example compare Art or Fighting to Art of Fighting 2 after game over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Razoola</name></author>
	</entry>
</feed>