BIOS RAM locations: Difference between revisions

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==Game Related==
The locations are (?) guaranteed to be identical accross all [[system ROM]] versions so that games can use them regardless of the system type.
 
NeoCD top 3-2:
 
$10FDDC: 1=Load file with animation, 0=No animation


=Game Related=


{| class="regdef"
{| class="regdef"
Line 17: Line 14:
|16 bytes
|16 bytes
|BIOS
|BIOS
|[[Software DIPs]] values
|[[Software DIPs]] values (game configuration)
|-
|-
|$10FDAE
|$10FDAE
Line 23: Line 20:
|byte
|byte
|BIOS
|BIOS
|Request for the [[USER subroutine]]. 0:Init, 1:Boot animation, 2:Demo, 3:Title
|Request code for the [[USER subroutine]]. 0:Init, 1:Boot animation, 2:Demo, 3:Title
|-
|-
|$10FDAF
|$10FDAF
Line 30: Line 27:
|BIOS/Game
|BIOS/Game
|Used by the game to tell what it's doing: 0:Init/Boot animation, 1:Title/Demo, 2:Game
|Used by the game to tell what it's doing: 0:Init/Boot animation, 1:Title/Demo, 2:Game
Game selection can only be done on MVS systems when this byte is < 2
[[Game selection]] can only be done on MVS systems when this byte is < 2
|-
|-
|$10FDB0
|$10FDB0
Line 36: Line 33:
|4 bytes
|4 bytes
|Game
|Game
|Credit decrement value for each player when calling [[CREDIT DOWN]].
|Credit decrement value for each player (1, 2, 3, 4) when calling [[CREDIT DOWN]].
|-
|-
|$10FDB4
|$10FDB4
Line 42: Line 39:
|byte
|byte
|BIOS
|BIOS
|Used when calling the [[PLAYER START subroutine]]. Last 4 bits correspond to the player who pushed start.
|Used when calling the [[PLAYER START subroutine]]. The 4 LSBs correspond to the player who pushed start.
|-
|-
|$10FDB6
|$10FDB6
Line 48: Line 45:
|byte
|byte
|Game
|Game
|Sets player 1 status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
|rowspan="4|Sets player status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
|-
|-
|$10FDB7
|$10FDB7
Line 54: Line 51:
|byte
|byte
|Game
|Game
|Sets player 2 status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
|-
|-
|$10FDB8
|$10FDB8
Line 60: Line 56:
|byte
|byte
|Game
|Game
|Sets player 3 status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
|-
|-
|$10FDB9
|$10FDB9
Line 66: Line 61:
|byte
|byte
|Game
|Game
|Sets player 4 status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
|-
|-
|$10FEC5
|$10FEC5
|BIOS_TITLE_FIX
|BIOS_TITLE_MODE
|byte
|byte
|BIOS/Game
|BIOS/Game
|Newer games set this to 1 in their command 3 [[USER subroutine]]. It stops the bios calling command 3 twice after game over if credits are already in the system.
|Newer games set this to 1 in their command 3 [[USER subroutine]]. It prevents the system ROM from calling command 3 twice after game over if credits are already in the system.
|}
|}


==System Related==
=System Related=


{| class="regdef"
{| class="regdef"
Line 88: Line 82:
|byte
|byte
|BIOS
|BIOS
|0:BIOS wants vblank (system mode), $80:ok to use vblank (game mode)
|0:BIOS wants vblank (system mode), $80:Ok to use vblank (game mode)
|-
|-
|$10FD81
|$10FD81
Line 94: Line 88:
|byte
|byte
|BIOS
|BIOS
|Internal value that store the function code that [[SYSTEM_RETURN]] will call.
|Internal value which stores the function code that [[SYSTEM_RETURN]] will call.
 
*0 : Init bram/select valid game for eye-catcher
0 : init bram/select valid game for eye-catcher
*1 : Set the EL-LED to the correct value
 
*2 : Switch to the next slot, relaunch eye-catcher
1 : set the EL-LED to the correct value
*3 : After a gameover, save the playtime for bookeeping, switch to DEMO mode, reset the workbackup ram
 
*4 : Switch next slot (select p1 pressed)
2 : Switch to the next slot, relaunch eye-catcher
*5 : Switch to previous slot (select p2 pressed)
 
*6 : Called after a coin deposit, does nothing
3 : After a gameover, save the playtime for bookeeping, switch to DEMO mode, reset the workbackup ram
 
4 : Switch next slot (select p1 pressed)
 
5 : Switch to previous slot (select p2 pressed)
 
6 : Called after a coin deposit, does nothing
|-
|-
|$10FD82
|$10FD82
Line 114: Line 101:
|byte
|byte
|BIOS
|BIOS
|0:AES, 1:MVS
|System type. 0:AES, 1:MVS
|-
|-
|$10FD83
|$10FD83
Line 124: Line 111:
|$10FE80
|$10FE80
|BIOS_DEVMODE
|BIOS_DEVMODE
|byte
|8 bytes
|BIOS/GAME
|BIOS
|0 : Normal mode, 1 : Developer mode
|All set to 0x00 in normal mode. Set to "1streset" string in developer mode
|}
|}


=Joypad Related=


==Joypad Related==
These values are updated by calling [[SYSTEM_IO]].
 
Updated by [[SYSTEM_IO]]


{| class="regdef"
{| class="regdef"
Line 151: Line 137:
|byte
|byte
|BIOS
|BIOS
|Previous frame DCBA Right Left Down Up (positive logic)
|Inputs on previous frame [DCBA Right Left Down Up] (positive logic).
|-
|-
|$10FD96
|$10FD96
Line 157: Line 143:
|byte
|byte
|BIOS
|BIOS
|Current frame DCBA Right Left Down Up (positive logic)
|Inputs on current frame [DCBA Right Left Down Up] (positive logic).
|-
|-
|$10FD97
|$10FD97
Line 163: Line 149:
|byte
|byte
|BIOS
|BIOS
|Active edge DCBA Right Left Down Up (positive logic)
|Buttons just pressed, active edge [DCBA Right Left Down Up] (positive logic).
|-
|-
|$10FD98
|$10FD98
Line 169: Line 155:
|byte
|byte
|BIOS
|BIOS
|Active edge + repeat every 8 frames after 16 frames. DCBA Right Left Down Up (positive logic)
|Active edge + repeat every 8 frames after 16 frames. [DCBA Right Left Down Up] (positive logic).
|-
|-
|$10FD99
|$10FD99
Line 175: Line 161:
|byte
|byte
|BIOS
|BIOS
|Repeat timer (counts down from 8 to 0)
|Repeat timer (counts down from 8 to 0).
|-
|-
|$10FD9A~$10FD9F
|$10FD9A~$10FD9F
Line 201: Line 187:
|Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)
|Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)


On MVS system the select bits are 0
On AES systems the select bits are always read as 0 ?
|-
|-
|$10FDAD
|$10FDAD
Line 209: Line 195:
|Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)
|Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)


On MVS system the select bits are 0
On AES systems the select bits are always read as 0 ?
|-
|-
|$10FEDC
|$10FEDC
Line 224: Line 210:
|}
|}


==Memory Card Related==
=Memory Card Related=


See [[CARD]] for more explanation on those variables.
See [[CARD]] for more details on those variables.


{| class="regdef"
{| class="regdef"
Line 239: Line 225:
|byte
|byte
|BIOS or Game
|BIOS or Game
|Command to execute,
|Command to execute
|-
|$10FDC5
|BIOS_CARD_MODE
|byte
|BIOS?
|Internal use?
|-
|-
|$10FDC6
|$10FDC6
Line 272: Line 264:
|}
|}


 
=MESS OUT Related=
==MESS OUT Related==


See [[MESS_OUT]] to know how to use this routine.
See [[MESS_OUT]] to know how to use this routine.
Line 288: Line 279:
|longword
|longword
|Game
|Game
|buffer pointer
|Buffer pointer
|-
|-
|$10FDC2
|$10FDC2
Line 297: Line 288:
|}
|}


 
=Calendar Related=
==Calendar Related==


Those value are updated when [[READ_CALENDAR]] is called
Those value are updated when [[READ_CALENDAR]] is called
Line 352: Line 342:
|}
|}


 
=Internal=
==BIOS internal==


{| class="regdef"
{| class="regdef"
Line 372: Line 361:
|byte
|byte
|BIOS
|BIOS
|Timer for the game compulsion start feature, in seconds.
|Timer for the game compulsion start feature, in seconds. BCD format.
|-
|-
|$10FDDB
|$10FDDB
Line 378: Line 367:
|byte
|byte
|BIOS
|BIOS
|Frame based timer for the game compulsion start feature.
|Frame-based timer for the game compulsion start feature.


When reach 0, timer is reseted to $3B and START_COMPULSION_TIMER is decremented.
When it underflows, the timer is reset to 59 and START_COMPULSION_TIMER is decremented.
|-
|-
|$10FE88
|$10FE88
Line 386: Line 375:
|longword
|longword
|BIOS
|BIOS
|Frame counter, updated by SYSTEM_IO
|Frame counter, updated by SYSTEM_IO.
|-
|-
|$10FEBF
|$10FEBF
Line 392: Line 381:
|byte
|byte
|BIOS
|BIOS
|0 : BRAM not currently used, 1 : Currently used
|0:[[Backup RAM]] not currently used, 1:Currently used
|-
|-
|$10FEE1
|$10FEE1
Line 398: Line 387:
|byte
|byte
|BIOS
|BIOS
|Number of frame to skip the routine which check the demo_end or if the player have pressed start
|Number of frames to skip in the routine which checks demo_end or if the player has pressed start.


Decremented in [[SYSTEM_IO]]
Decremented in [[SYSTEM_IO]].
|-
|-
|$10FEE3
|$10FEE3
Line 415: Line 404:
|}
|}


==4P mode related==
=4P mode related=


Thoses will be valid on a 4P compatible bios only
Thoses will be valid on a 4P compatible bios only
Line 457: Line 446:
|}
|}


=CD only=


==Other==
{| class="regdef"
| '''Address'''
| '''DEF name'''
| '''Size'''
| '''Set by'''
| '''Description'''
|-
|$10FEF4
|BIOS_UPDEST
|Long
|Game
|Copy destination address
|-
|$10FEF8
|BIOS_UPSRC
|Long
|Game
|Copy source address
|-
|$10FEFC
|BIOS_UPSIZE
|Long
|Game
|Copy data size
|-
|$10FEDA
|BIOS_UPZONE
|Byte
|Game
|Copy zone (0=PRG, 1=FIX, 2=SPR, 3=Z80, 4=PCM, 5=PAT, 7=OBJ, 8=A** files)
|-
|$10FEDB
|BIOS_UPBANK
|Byte
|Game
|Copy bank
|}
 
=Others=


{| class="regdef"
{| class="regdef"
Line 474: Line 502:


|}
|}
<pre>
; Upload to DRAM
*BIOS_UPDEST    equ $10FEF4 ;longword: destination address (!)
*BIOS_UPSRC      equ $10FEF8 ;longword: source address
*BIOS_UPSIZE    equ $10FEFC ;longword: size
*BIOS_UPZONE    equ $10FEDA ;byte: zone (0=PRG, 1=FIX, 2=SPR, 3=Z80, 4=PCM, 5=PAT, 7=OBJ, 8=A** files)
*BIOS_UPBANK    equ $10FEDB ;byte: bank
</pre>


[[Category:Base system]]
[[Category:Base system]]

Latest revision as of 00:05, 20 August 2018

The locations are (?) guaranteed to be identical accross all system ROM versions so that games can use them regardless of the system type.

Game Related

Address DEF name Size Set by Description
$10FD84~$10FD93 BIOS_GAME_DIP 16 bytes BIOS Software DIPs values (game configuration)
$10FDAE BIOS_USER_REQUEST byte BIOS Request code for the USER subroutine. 0:Init, 1:Boot animation, 2:Demo, 3:Title
$10FDAF BIOS_USER_MODE byte BIOS/Game Used by the game to tell what it's doing: 0:Init/Boot animation, 1:Title/Demo, 2:Game

Game selection can only be done on MVS systems when this byte is < 2

$10FDB0 BIOS_CREDIT_DEC 4 bytes Game Credit decrement value for each player (1, 2, 3, 4) when calling CREDIT DOWN.
$10FDB4 BIOS_START_FLAG byte BIOS Used when calling the PLAYER START subroutine. The 4 LSBs correspond to the player who pushed start.
$10FDB6 BIOS_PLAYER_MOD1 byte Game Sets player status. 0:Never played, 1:Playing, 2:Continue option being displayed, 3:Game over
$10FDB7 BIOS_PLAYER_MOD2 byte Game
$10FDB8 BIOS_PLAYER_MOD3 byte Game
$10FDB9 BIOS_PLAYER_MOD4 byte Game
$10FEC5 BIOS_TITLE_MODE byte BIOS/Game Newer games set this to 1 in their command 3 USER subroutine. It prevents the system ROM from calling command 3 twice after game over if credits are already in the system.

System Related

Address DEF name Size Set by Description
$10FD80 BIOS_SYSTEM_MODE byte BIOS 0:BIOS wants vblank (system mode), $80:Ok to use vblank (game mode)
$10FD81 BIOS_SYSRET_STATUS byte BIOS Internal value which stores the function code that SYSTEM_RETURN will call.
  • 0 : Init bram/select valid game for eye-catcher
  • 1 : Set the EL-LED to the correct value
  • 2 : Switch to the next slot, relaunch eye-catcher
  • 3 : After a gameover, save the playtime for bookeeping, switch to DEMO mode, reset the workbackup ram
  • 4 : Switch next slot (select p1 pressed)
  • 5 : Switch to previous slot (select p2 pressed)
  • 6 : Called after a coin deposit, does nothing
$10FD82 BIOS_MVS_FLAG byte BIOS System type. 0:AES, 1:MVS
$10FD83 BIOS_COUNTRY_CODE byte BIOS 0:Japan, 1:USA, 2:Europe
$10FE80 BIOS_DEVMODE 8 bytes BIOS All set to 0x00 in normal mode. Set to "1streset" string in developer mode

Joypad Related

These values are updated by calling SYSTEM_IO.

Address DEF name Size Set by Description
$10FD94 BIOS_P1STATUS byte BIOS 0:No connection, 1:Normal joypad, 2:Expanded joypad, 3:Mahjong controller, 4:Keyboard
$10FD95 BIOS_P1PREVIOUS byte BIOS Inputs on previous frame [DCBA Right Left Down Up] (positive logic).
$10FD96 BIOS_P1CURRENT byte BIOS Inputs on current frame [DCBA Right Left Down Up] (positive logic).
$10FD97 BIOS_P1CHANGE byte BIOS Buttons just pressed, active edge [DCBA Right Left Down Up] (positive logic).
$10FD98 BIOS_P1REPEAT byte BIOS Active edge + repeat every 8 frames after 16 frames. [DCBA Right Left Down Up] (positive logic).
$10FD99 BIOS_P1TIMER byte BIOS Repeat timer (counts down from 8 to 0).
$10FD9A~$10FD9F Same for P2 6 bytes BIOS See above
$10FDA0~$10FDA6 Same for P3 6 bytes BIOS See above
$10FDA7~$10FDAB Same for P4 6 bytes BIOS See above
$10FDAC BIOS_STATCURNT byte BIOS Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)

On AES systems the select bits are always read as 0 ?

$10FDAD BIOS_STATCHANGE byte BIOS Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)

On AES systems the select bits are always read as 0 ?

$10FEDC BIOS_STATCURNT_RAW byte BIOS Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)
$10FEDD BIOS_STATCHANGE_RAW byte BIOS Select P4, Start P4, Select P3, Start P3, Select P2, Start P2, Select P1, Start P1 (positive logic)

Memory Card Related

See CARD for more details on those variables.

Address DEF name Size Set by Description
$10FDC4 BIOS_CARD_COMMAND byte BIOS or Game Command to execute
$10FDC5 BIOS_CARD_MODE byte BIOS? Internal use?
$10FDC6 BIOS_CARD_ANSWER byte BIOS Answer code for the command
$10FDC8 BIOS_CARD_START longword BIOS or Game Pointer to data
$10FDCC BIOS_CARD_SIZE word BIOS or Game Size of data
$10FDCE BIOS_CARD_FCB word BIOS or Game Game NGH number
$10FDD0 BIOS_CARD_SUB byte or word BIOS or Game Game Subnumber

MESS OUT Related

See MESS_OUT to know how to use this routine.

Address DEF name Size Set by Description
$10FDBE BIOS_MESS_POINT longword Game Buffer pointer
$10FDC2 BIOS_MESS_BUSY byte Game 0:Allow MESS_OUT, 1:Skip MESS_OUT

Calendar Related

Those value are updated when READ_CALENDAR is called

Address DEF name Size Set by Description
$10FDD2 BIOS_YEAR byte BIOS Current year
$10FDD3 BIOS_MONTH byte BIOS Current month
$10FDD4 BIOS_DAY byte BIOS Current day
$10FDD5 BIOS_WEEKDAY byte BIOS Current weekday (Sunday = 00, Monday = 01 ... Saturday = 06)
$10FDD6 BIOS_HOUR byte BIOS Current hour (24h format)
$10FDD7 BIOS_MINUTE byte BIOS Current minute
$10FDD8 BIOS_SECOND byte BIOS Current minute

Internal

Address DEF name Size Set by Description
$10FCEF BIOS_SLOTCHECK byte BIOS Slot check passed if non-zero
$10FDDA BIOS_COMPULSION_TIMER byte BIOS Timer for the game compulsion start feature, in seconds. BCD format.
$10FDDB BIOS_COMPULSION_FRAME_TIMER byte BIOS Frame-based timer for the game compulsion start feature.

When it underflows, the timer is reset to 59 and START_COMPULSION_TIMER is decremented.

$10FE88 BIOS_FRAME_COUNTER longword BIOS Frame counter, updated by SYSTEM_IO.
$10FEBF BIOS_BRAM_USED byte BIOS 0:Backup RAM not currently used, 1:Currently used
$10FEE1 BIOS_FRAME_SKIP byte BIOS Number of frames to skip in the routine which checks demo_end or if the player has pressed start.

Decremented in SYSTEM_IO.

$10FEE3 BIOS_INT1_SKIP byte BIOS Only used in SYSTEM_INT1. If non-zero, will only do the RTC check during INT1.
$10FEE4 BIOS_INT1_FRAME_COUNTER byte BIOS Frame counter, only used in SYSTEM_INT1

4P mode related

Thoses will be valid on a 4P compatible bios only

Address DEF name Size Set by Description
$10FEF8 BIOS_4P_REQUESTED byte BIOS Keeps a local copy of hard dip 2 status on bootup.

0: dip2 wasn't set

$2: dip 2 was on.

$10FEFA BIOS_4P_MODE byte BIOS Main 4P flag, is set when hard dip 2 is on and 4P board is found.

0: regular play

$FF: 4P mode game

$10FEFB BIOS_4P_PLUGGED byte BIOS 0: 4P board not found

$FF: 4P board plugged

4P compatible bios will check for 4P board regardless of dip2 switch status.

CD only

Address DEF name Size Set by Description
$10FEF4 BIOS_UPDEST Long Game Copy destination address
$10FEF8 BIOS_UPSRC Long Game Copy source address
$10FEFC BIOS_UPSIZE Long Game Copy data size
$10FEDA BIOS_UPZONE Byte Game Copy zone (0=PRG, 1=FIX, 2=SPR, 3=Z80, 4=PCM, 5=PAT, 7=OBJ, 8=A** files)
$10FEDB BIOS_UPBANK Byte Game Copy bank

Others

Address DEF name Size Set by Description
$10FCEE ? byte GAME Z80/M ROM check pass