Backup RAM: Difference between revisions

From NeoGeo Development Wiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 31: Line 31:
|
|
|Coin deposit related (rising edge finding ?)
|Coin deposit related (rising edge finding ?)
|-
|'''$D00022'''
|'''$D00033'''
|
|
|?
|-
|-
|$D00034
|$D00034
Line 37: Line 43:
|$00
|$00
|"Internal" credit counters for player 1 and player 2 (BCD), used by BIOS only.
|"Internal" credit counters for player 1 and player 2 (BCD), used by BIOS only.
|-
|'''$D00036'''
|'''$D00039'''
|
|
|?
|-
|-
|$D0003A
|$D0003A
Line 92: Line 104:
|Selected slot number
|Selected slot number
|Output directly to the EL panels
|Output directly to the EL panels
|-
|'''$D00109'''
|'''$D00109'''
|
|
|?
|-
|-
|$D0010A
|$D0010A
Line 225: Line 243:
|YYMMDDdd
|YYMMDDdd
|Slot-8 book creation time YEAR-MONTH-DAY-day number
|Slot-8 book creation time YEAR-MONTH-DAY-day number
|-
|'''$D00164'''
|'''$D001A3'''
|
|
|?
|-
|-
|$D001A4
|$D001A4
Line 231: Line 255:
|
|
|Current month game start book
|Current month game start book
|-
|'''$D001A8'''
|'''$D0021F'''
|
|
|?
|-
|-
|$D00220
|$D00220

Revision as of 18:38, 11 November 2011

The backup RAM is a battery-powered 64KiB RAM space used by MVS systems to store game scores, cab infos and income logs. Access is handled by the BIOSes.

Memory region: $D00000~$D0FFFF (Mirrored up to $DFFFFF ?).

Data structure

All offset are taken from the sp-s2.bin bios.

Start End Size Data Description
$D00000 $D0000F 16 $00 Unused, fill with $00
$D00010 $D0001F 16 "BACKUP RAM OK!Ç" The routine at $C125C8 will check if this string is present, if not it will test the ram (using the test_ram routine at $C13134) and re-init the backupram
$D00020 $D00021 2 Coin deposit related (rising edge finding ?)
$D00022 $D00033 ?
$D00034 $D00035 2 $00 "Internal" credit counters for player 1 and player 2 (BCD), used by BIOS only.
$D00036 $D00039 ?
$D0003A $D00045 12 Cab settings.
$D0003A
Coins needed for crediting player 1 (initialized to $01)
$D0003B
Credits added to player 1 (initialized to $01)
$D0003C
Coins needed for crediting player 2 (initialized to $01)
$D0003D
Credits added to player 2 (initialized to $02)
$D00042
Game select (1=Free, 0=Only when credited) (initialized to 0)
$D00044
Game start compulsion (max time in seconds in BCD between inserting a coin and starting the game) (initialized to $30)
$D00046
Demo sound (1=Without) (initialized to 0)
$D00046 $D00046 1 SOUND_STOP No sound at all if non-zero
$D00047 $D00047 1 SLOT NUMBER Number of detected slots (2 for slot1)
$D00048 $D00059 ?
$D0005A $D0005D 4 HHMMSSMM Current time, hour is mult by 4 (???), MM is the milliseconds.
$D0005E $D00103 ?
$D00104 $D00107 4 YYMMDDdd Current date
$D00108 $D00108 1 Selected slot number Output directly to the EL panels
$D00109 $D00109 ?
$D0010A $D0010D 4 Detailed game start book address
$D0010E $D00111 4 Total game start book address
$D00112 $D00115 4 Detailed cabinet coin book address (sub 0x240 for the start book one)
$D00116 $D00119 4 Current month cabinet coin book address (sub 0xC for the start book one)
$D0011A $D00121 ?
$D00122 $D00123 2 $23 The init_backupram routine write $23 there, purpose unknown.
$D00124 $D00127 4 Slot-1 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00128 $D0012B 4 Slot-2 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID.

On a slot1 always unset (slot1 are slot2 with the second one empty)

$D0012C $D0012F 4 Slot-3 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00130 $D00133 4 Slot-4 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00134 $D00137 4 Slot-5 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00138 $D0013B 4 Slot-6 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D0013C $D0013F 4 Slot-7 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00140 $D00143 4 Slot-8 NGH number and game name ID (see below) If not present $0000 as NGH and $FFFF as game name ID
$D00144 $D00147 4 YYMMDDdd Slot-1 book creation time YEAR-MONTH-DAY-day number
$D00148 $D0014B 4 YYMMDDdd Slot-2 book creation time YEAR-MONTH-DAY-day number
$D0014C $D0014F $4 YYMMDDdd Slot-3 book creation time YEAR-MONTH-DAY-day number
$D00150 $D00153 4 YYMMDDdd Slot-4 book creation time YEAR-MONTH-DAY-day number
$D00154 $D00157 4 YYMMDDdd Slot-5 book creation time YEAR-MONTH-DAY-day number
$D00158 $D0015B 4 YYMMDDdd Slot-6 book creation time YEAR-MONTH-DAY-day number
$D0015C $D0015F 4 YYMMDDdd Slot-7 book creation time YEAR-MONTH-DAY-day number
$D00160 $D00163 4 YYMMDDdd Slot-8 book creation time YEAR-MONTH-DAY-day number
$D00164 $D001A3 ?
$D001A4 $D001A7 4 Current month game start book
$D001A8 $D0021F ?
$D00220 $D0029F 16*8 Games soft DIPs settings (in which order ?)
$D002A0 $D002AF 15 Game Name 0
$D002B0 $D002BF 15 Game Name 1
$D002C0 $D002CF 15 Game Name 2
$D002D0 $D002DF 15 Game Name 3
$D002E0 $D002EF 15 Game Name 4
$D002F0 $D002FF 15 Game Name 5
$D00300 $D0030F 15 Game Name 6
$D00310 $D0031F 15 Game Name 7
$D00320 $D0131F $1000 Game 1 data
$D01320 $D0231F $1000 Game 2 data
$D02320 $D0331F $1000 Game 3 data
$D03320 $D0431F $1000 Game 4 data
$D04320 $D0531F $1000 Game 5 data
$D05320 $D0631F $1000 Game 6 data
$D06320 $D0731F $1000 Game 7 data
$D07320 $D0831F $1000 Game 8 data