From Newsgroups: rec.games.programmer,rec.games.video.sega Subject: Sega Programming FAQ Version 6 Date: Thu, 15 Sep 1994 13:09:29 EDT Sega Programming FAQ September 14, 1994, Sixth Edition ============================================================= This FAQ (Frequently Asked Questions) is about how to program the Sega Genesis and Mega Drive Video Games Systems. This file IS Public Domain, and can be used by all. You may copy and post this file elsewhere. Share and enjoy. If you want to add anything, especially game code or information on the hardware please E-mail me. My E-mail and real address are below and at the end of this FAQ. Disclaimer : In no way I am indorsing any products, systems, etc. What I am doing is providing the information that I have found throughout internet and other network systems and reporting them here, with out reverse engineering. All information is reported as is- I will not accept any responsibility if you fry your system trying something out. All copyrights are owned by their respective owners, no infringements intended. Henry Rieke US Mail: Henry Rieke Attn: Sega FAQ 161 Poplar Dr Morgantown, Wv 26505-2340 ============================================================= 0.1 Changes, Updates and Coming Soon 1) Graphic, Video, and processor maps have been added. Major stuff here. In fact, enough to being programming your own games. 2) With a sad note, I have to report that the Sega listserver has died a death of low usage, and long with that went the site on Busop. I am in the process of locating a new site(s), and will make the apporte posts when I do. If you have a site that you admin, and are willing to donate some disk space, let me know please. The good news of this is that these new sites will be mirrored so you could find the files quicker. I am also working on a WWW version of this document, and if you know of a site to put it, let me know. 3) Coding for the four player tap from Electonic Arts has been added. Does anyone have the code for the multi-tap from Sega, and how it works? 4) I am now beginning to work on a topic header on languages that you can program in for the Sega and Sega CD ROM. If you have any direct information (compiler, how to compile, etc) let me know so I can include it. ============================================================= 1.0 Questions Q) What are the differences between Mega Drive and Genesis? What are the differences between Mega CD and Sega CD? A) Physically, on the outside, the only difference is the plastic case, the cartridge shape is slightly different on the American version, smaller in size. On the inside there are four jumpers labeled J1 though J4. J1 and J2 is the language switch, between English and Japanese, J3 and J4 select the output between PAL and NTSC. You can build a switch that can allow you to select between these options. The diagram is included in this document (Chapter 5.0, called "Language Switch"). The reason for the language switch is to keep people from getting the game before it is officially released elsewhere in the world. The newer Sega Machines do not have the jumpers, and hence you can not build a switch (as of yet). The difference between Mega CD and Sega CD are internal. In side the machine there is a ROM BIOS chip which is changed for different markets. Sega has a version of the BIOS which will play any system's games, but this is for Game developing and testing. There is a device called Pro-CDX which will allow you to by-pass the lockout and play any country's games. Q) Where to find files on the Sega Genesis/Mega Drive hardware? A) You can find the files on the Sega hardware from one of the following FTP sites. A brief section describing memory and cartridge ROMs are included in this FAQ. The author Rick McTeague, is from Louisville and the most current copy can be found there first. FTP ftp.spd.louisville.edu pub\sega\hardware.txt FTP sunsite.unc.edu pub\micro\games\sega\faqs\incoming\hardware.txt It's in there. I'm not sure of the exact location. There are also many other files here as well as a few 68000 ASM. <-- yet to be moved and posted. Working on it. Q) What does it take to program the Genesis? A) Development kits can be bought from many companies, a list is included in the section called "Companies". These kits require an IBM or Amiga computer to compile the code, which is usually assembly, but can be in C as long as it can be compiled into 68000 binary. SEGA's own kit is extremely expensive and they are rumored to have slow response time to answer questions. The price of the kits cost from $1000 to $4000. Q) Is IBM or Amiga the only two platforms for game development? A) No. The Apple Macintosh does have a system, which does allow you to compile games, but it is a do-it yourself job (See below for the whole scope). There also is a system for the Apple IIgs, called Sluggo from Parsons Engineering. As for the Mac, if you know, please pass it on. It is rumored that Electronic Arts uses a priority system on the Macintosh for porting the games. -- This information comes from Landon Dyer , -- You can generate 68K code for the Sega "trivially" with the C compiler and assembler in the Macintosh programmer's workshop (MPW). You'll need to hack up some transfer utilities, but this is not really hard. You can wire-wrap a ROMulator, or buy one; there are a bunch on the market that should work just fine. I had a ROMulator and a debugger up and running in about a week, working evenings. (Ed note: ROMular information can be found at the FTP sites) Q) How do I program the SEGA CD Rom? A) I am beginning to understand how to program this device, but more information is needed, so if you have any, please pass it along to me so I can include it in the next update. Look under Hardware 2.1, Sega CD for more information about the unit. Q) What is Saturn, and how do I program that? A) Saturn is Sega's next generation game machine, which is based on Sega's S-1 /S-2 arcade Machine's motherboard. Rumor has it that it will allow programming in C as well as Assembly, and porting of arcade games that are based on the S-1 and S-2 boards will take only a week. There is good news and bad news as well. Good news, Microsoft will be writing the OS. Bad new, Microsoft will be writing the OS. Q) What else is there on Internet? A) Well there is the Sega Programming forum, which you can join by subscribing to it with this command: Send a message to Listserv@Busop.Cit.Wayne.Edu with the first line reading SUBSCRIBE MEGADEV To unsubscribe, do the same above, except the first line should read UNSUBSCRIBE MEGADEV There is also Rec.Games.Video.Programmer and Rec.Games.Video.Sega where you can ask your questions. There are also files on how to use the old SEGA 3D glasses with your IBM compatible computer which can be found all over the place (including the above FTP sites). ============================================================= 2.0 Hardware : This is the inner workings of the Sega system ROM and Memory. For a better understanding Sega Hardware I suggest reading Hardware.txt. An up-to-date version of this file can be gotten by anonymous ftp from Ftp.spd.louisville.edu, in the file "Pub/sega/Hardware.txt". Genesis - this information comes from Rick McTeague. Sega Genesis Hardware Internals - Revised: 04/07/1993 Please send corrections or comments to: Rick McTeague Sysrick@starbase.spd.louisville.edu Disclaimers: The following information was extracted without the use of official information from Sega Enterprises, Ltd. I therefore offer no warranty on the correctness of this information. Use it at your own risk. This information was gathered as a personal project, and is not the responsibility of my employer. Different versions of the Genesis exist, so I won't suggest that any of this information is right for anybody's Genesis but my own. Sega, Genesis, Sonic the Hedgehog, and Ecco the Dolphin are trademarks of Sega Enterprises, Ltd. Other trademarks are the property of their respective companies. The Cartridge ROM ----------------- As others on the net have observed, a standard Genesis cartridge is nothing more than a small printed circuit board with a ROM on it. There are some cartridges which have battery-backed RAM for saving high scores, configurations, etc., but I haven't seen these, so I don't know about them. If you know of a particular cartridge that has RAM, let me know so I can go rent one and take it apart (shhhh!) to see what's in it. A cartridge contains a word-wide (16 bit) ROM with up to 2 Meg words (4 Mbytes). This is based on the signal !C_CE, which is used as the cartridge ROM's chip enable on the cartridges I've looked at, and which is active at addresses $000000-$3fffff. It may be possible to have more than 4 Mbyte cartridges; if so, either they ignore the !C_CE line and do their own address decoding, or there's a register somewhere in the Genesis which changes the default address decoding scheme for !_CE. Note that cartridges are advertised as being "8 Meg"; as far as I know, is 8 Meg _bits_, not bytes. 1 Mbyte is still pretty impressive for a game machine. SONIC uses a 40-pin 256Kx16 (512Kx8) ROM in word mode. Ecco the Dolphin uses a 42-pin 512Kx16 (1024Kx8) ROM in word mode. This one confused me because I'd never seen a 42-pin DIP before, so I thought it was 40 pins. No wonder the signals didn't look right... Putting together a little bit of information from a Sharp data sheet for a 512 Kword ROM with a bit of conjecture based on the Sonic and Ecco cartridges, this is what I can come up with for pinouts: Sonic Ecco (256 Kword) (512 Kword) ----u---- ----u---- A18 1=| |=42 VCC? A17 1=| |=40 A 8 A17 2=| |=41 A 8 A 7 2=| |=39 A 9 A 7 3=| |=40 A 9 A 6 3=| |=38 A10 A 6 4=| |=39 A10 A 5 4=| |=37 A11 A 5 5=| |=38 A11 A 4 5=| |=36 A12 A 4 6=| |=37 A12 A 3 6=| |=35 A13 A 3 7=| |=36 A13 A 2 7=| |=34 A14 A 2 8=| |=35 A14 A 1 8=| |=33 A15 A 1 9=| |=34 A15 A 0 9=| |=32 A16 A 0 10=| |=33 A16 !CE 10=| |=31 !BYTE !CE 11=| |=32 !BYTE GND 11=| |=30 GND GND 12=| |=31 GND !OE 12=| |=29 D15 !OE 13=| |=30 D15 D 0 13=| |=28 D 7 D 0 14=| |=29 D 7 D 8 14=| |=27 D14 D 8 15=| |=28 D14 D 1 15=| |=26 D 6 D 1 16=| |=27 D 6 D 9 16=| |=25 D13 D 9 17=| |=26 D13 D 2 17=| |=24 D 5 D 2 18=| |=25 D 5 D10 18=| |=23 D12 D10 19=| |=24 D12 D 3 19=| |=22 D 4 D 3 20=| |=23 D 4 D11 20=| |=21 VCC D11 21=| |=22 VCC --------- --------- Note that the address line numbering is different than that of the 68000; line A0 of the ROM is really connected to the 68000's A1. This is because of the way the 68000 handles even/odd byte addressing using !UDS and !LDS. The !BYTE line is held high. This puts the ROM chip into "word" mode, where data is accessed 16 bits at a time. The convenient correspondence between ROM and 68000 data and address lines (ROM D0 = 68K D0, ROM D1 = 68K D1, etc..., and ROM A0 = 68K A1, ROM A1 = 68K A2, etc...) may not exist in all cartridge designs. This is sometimes difficult to visualize, but keep in mind that the ROM doesn't care whether its D0 is really D0, or if its A3 is really A3, etc. As long as each data line is used as the same D## line for both programming and reading, and each address line is used as the same A## for both programming and reading, the ROM will function properly and the 68000 will see the right instructions. Think about it... Why bring this up? If you remove the ROM from the cartridge PCB and try to read it with a EPROM programmer, there may be situations where you won't see valid 68000 instructions, or things won't be in the right place... Assuming your programmer isn't messed up, this would be because the address and data lines on the ROM aren't assigned the way you'd expect. Why would someone make a cartridge like this? To make your life difficult, if you're wanting to hack their ROMs, or to make their life easy, by making the cartridge PCB easier to design. The easiest way to avoid this potential problem is to build an adapter from your programmer's EPROM socket to an edge card connector into which you plug the cartridge. This is a bit safer, too, so you don't have to remove the ROM from the cartridge (or even open it up). The Memory Map -------------- $000000 $3fffff Cartridge ROM, when enabled by cartridge control register and !CART_IN. $000000 $0007ff Internal OS ROM, when enabled by cartridge control register and !CART_IN. $ff0000 $ffffff 64Kbytes scratchpad RAM Partially decoded; RAM actually appears repeated between $e00000 through $ffffff. $a14101 cartridge control register bit 0 = 0: cartridge disabled, OS ROM enabled bit 0 = 1: cartridge enabled, OS ROM disabled $a00000 $a????? Unknown. Audio? Controller I/O? $c00000 $c????? Video display controller registers The OS puts the top of its stack at $ffff00, and defines a "user stack pointer" at $000000 (building down through the top of RAM memory). The Z80 processor is used for sound and has 8Kbytes of RAM. I don't know anything about how the Z80 does its work, as I haven't looked. Acknowledgements ---------------- Thanks to: dt93tn@pt.hk-r.se (Tore Nestenius) for info on older Genesis systems. lewism@rpi.edu (Michael Lewis) for info on the Sony CXA1145 and Samsung KM6264 chips. crs@crs-sys.uucp (Chris Gregors) for posting a version of the Genesis cartridge port pinouts. merlyn@digibd.com (Brian Westley) for Game Genie information and decoder program. ------------------------------------------------------------ Brief technical description of the Genesis: --- The genesis graphics hardware consists of 2 scrollable planes. Each plane is made up of tiles. Each tile is an 8x8 pixel square with 4 bits per pixel. Each pixel can thus have 16 colors. Each tile can use 1 of 4 color tables, so on screen you can get 64 colors at once, but only 16 in any specific tile. Tiles require 32 bytes. There is 64K of graphics memory. This would allow for 2048 unique tiles if memory were used for nothing else. Each plane can be scrolled independently in various ways. Planes consist of tables of words, where each word describes a tile. The word contains 11 bits for describing which tile, 2 bits for flip x and flip y, 2 bits for the selection of the color table, and 1 bit for a depth selector. Sprites are composed of tiles also. A sprite can be up to 4 tiles wide by four tiles high. Since each tile is 8x8, this means sprites can be anywhere from 8x8 pixels to 32x32 pixels. There can be 80 sprites on screen at one time. On a scan line you can have 10 32 pixel wide sprites or 20 16 pixel wide sprites. Each sprite can only have 16 colors but they are out of the 4 different color tables. Color 0=transparent. Colors are 3 bits for each gun, so 512 colors are possible. There is a memory copier that is in hardware. This does fast copies from the 68000 ram into the graphics ram. The 68000 runs at about 8 mhz. It has 64K of memory devoted to it. The ROM cartridge appears at 0. The Z80 has 8K of ram. The 68000 can download programs to the z80 and let them go. The z80 can access the graphics chips or the sound synth chips but usually those things are controlled by the 68000. The sound chips consist of a Yamaha synthesis chip and a TI programmable sound generator. The PSG has 3 square wave tones and 1 white noise tone. Each tone/noise channel can have its own frequency and volume. The Yamaha chips are based on FM synthesis. There are 6 voices with 4 operators each. The chips are similiar to those used in the Yamaha DX27 and DX100 synthesizers. By setting up registers a rich variety of sounds can be created. ------------------------------------------------------------ 2.1 Sega CD Rom. The following information came from Leyland@island.COM (Robert Leyland), who was a programmer for the most excellent Sega CD Rom game - Flying Aces. (Plug!Plug! Plug!Plug!Plug!Plug!) -- The Sega CD is ISO 9660 format, with proprietary start-up code that must be licensed from SEGA in order to work. For programming you use two PC's, one connected to a debugging system and the other emulated an CD-ROM drive. The trickiest part of programming the Sega CD/Genesis combo is keeping the two CPU's synchronized. For some reason the single hardest thing to do with any computer is get it to talk reliably with another computer. -- ------------------------------------------------------------ 2.2 Joystick - 3 button version - Could some please post a 6 button version? By: nhowland@matt.ksu.ksu.edu (Neal Howland) for information on the Joystick port. First some background info: The chip inside the controller is a 74HC157. This is a high-speed cmos quad 2-line to 1-line multiplexer. Basically how this works is there are two inputs ( A and B ) for every output ( Y ). There are four groups like this. There is one select signal for the whole chip. When the select signal is low, the output ( Y ) is the same as input A. When the select signal is high, the output Y is the same as input B. The pinout for the chip is as follows: Pin 1 - SelectPin 16 - Vcc (+5V) Pin 2 - 1APin 15 - G (? must be low) Pin 3 - 1BPin 14 - 4A Pin 4 - 1YPin 13 - 4B Pin 5 - 2APin 12 - 4Y Pin 6 - 2BPin 11 - 3A Pin 7 - 2YPin 10 - 3B Pin 8 - GndPin 9 - 3Y All the controls are done with switches. Up is a switch, Down is a switch, etc. Now, I will be referring to the output of these switches later on. What I mean is that the output is usually high, that is when the switch isn't pressed. When the button is pushed, the output goes low. This is accomplished by connecting the output to +5V through a 10k resistor. The button is then attached between the output and ground. It looks like this: +5V -----/\/\/------+--------- Output 10k | | / | Ground -----/ -------+ button (normally open) For all of those who could actually decipher the above schematic, congratulations! I will now run down what lines from the plug are connected to what. The line numbers are determined as follows, looking straight at the plug on the front of the Genesis the numbers are: 1 2 3 4 5 6 7 8 9 (For those of you who buy a joystick cable from radio shack the pin #'s to wire colors are as follows: 1-white 2-blue 3-green 4-brown 5-yellow 6-orange 7-red 8-black 9-gray ) anyway, line connections: Line 1 - Up output These are the only two direct Line 2 - Down output connections Line 3 - Pin 4 of the chip output 1Y Line 4 - Pin 7 of the chip output 2Y Line 5 - This line carries in +5V. It is connected to the +5V bus line. Line 6 - Pin 9 of the chip output 3Y line 7 - Pin 1 of the chip this carries in a select signal from the Genesis. This is a signal which varies rapidly and controls which input goes through the output. Line 8 - Ground This is connected to the Ground bus line. Line 9 - Pin 12 of the chip output 4Y Now for the chips pin connections: Pin 1 - Line 7 (select) Pin 2 - Ground (1A) Don't ask me why they do this. Maybe Pin 3 - Left (1B) future expansion Pin 4 - Line 3 (1Y) Pin 5 - Ground (2A) Again, possibly future expansion Pin 6 - Right (2B) Pin 7 - Line 4 (2Y) Pin 8 - Ground (GND) Pin 9 - Line 6 (3Y) Pin 10 - Button B (3B) Pin 11 - Button A (3A) Pin 12 - Line 9 (4Y) Pin 13 - Button C (4B) Pin 14 - Start (4A) Pin 15 - Ground (G) This must be connected to ground Pin 16 - +5V (Vcc) Power source for the chip Anyway that's all the info needed to build your own joystick. Now as an added bonus, additional information! A simple source for a joystick cable is the Radio Shack joystick extension cable. It is around $5 and is 10 ft. long. Just snip off the connector that won't plug into the Genesis, strip the wires back, and use the color pinout list I gave above. I went to my local arcade game repair company today and purchased the supplies I needed. They were much cheaper than I expected. Things you would need to buy from them would be: an 8-way joystick this ran me $15 3 buttons $2.50 apiece I only bought three buttons because I am going to use a Radio Shack push button switch for my start button. You can purchase 4 arcade game buttons if you wish. Interesting ideas for extras on the joystick: 1. Autofire can be achieved with a simple 555 timer circuit. For anyone wanting a challenge it should be possible to build a digital autofire using a divide-by-n counter with the select signal as clock input. 2. Slow down mode is just autofire for the start button. ============================================================= 3.0 Companies - these companies produce the hardware that is required to write games for the Genesis. The original document came from: Scott Golby Hi Everyone, Here is the current list of info I have about the Sega. I have had about 10 replies so far asking to pass my info on. If people want I will pass their EMail address on to everyone else so we can work as a group. Drop me a line if you want to be added to the 'group' list. ***** <----- Five astrict like this means info from different people Sega Genesis Developer Resources Dan Chang April 18, 1993 Sega of America Inc Consumer Products Division 125 Shoreway Road San Carlos, California, 94070 Tel : (415) 802-4400 Fax : (415) 802-4458 Stuart Kosoy is the person to contact at Sega of America at (415)802-4407. Products : Detailed SEGA Genesis technical information. GEMS SEGA music development package. Solution : Music and Sound effects package for the Sega. SOA can provide detailed information on programming the Genesis; however they will want to know more about your company first. Western Technologies, Inc. 12057 Jefferson Blvd Culver City, California, 90230 Tel : (310) 821-7880 Fax : (310) 306-1739 Products : SegaDev Card. PC-Hosted Genesis development hardware, which includes SEGADEV.EXE, a Windows-hosted source-level debugger, and SEGALOAD.EXE, a PC_hosted 68000 object code downloader. Solutions : SEGA Genesis Hardware, WT recommends Sierra Systems 68000 Assembler. Sierra Systems 6728 Evergreen Ave Oakland California 94611 Tel : (510) 339-8200 or (800) 776 4888 Fax : (510) 339 3844 Products : PC-hosted Sierra C cross-compiler, which included 68000 C compiler, assembler, linker. Contact person at Sierra Systems is Larry Rosenthal E-Mail Sierra@netcom.com Motorola, Literature Dist This entry basically has a list of 68000 reference and programming books. Echidna 1101 W Stevens Ave, Suite 232 Santa Ana California 92707 Tel : (714) 545-2662 Fax : (714) 545-3705 Products : tUME - the Universal Map Editor. PC-Hosted tool to edit tile-maps. Solutions : Saves time in designing game maps and placing level information. Downloads maps to Western Techs SegaDev card. A tUME demo can be found by FTP busop.cit.wanye.edu under /pub/megadev/incoming/tumedemo.zip Well worth a look. Cross Products Limited 23 The Calls Leeds LS2 7EH, England Tel 0532 429814 Fax 0532 426163 (dial 011 44 532 426163 from USA) Product : SNASM68K : PC-Hosted SEGA Genesis development system, which includes a 68000 assembler, linker, debugger. Parsons Engineering Imhurst Ave Covina California 91724 Tel (818) 966 5538 Products : PC/Apple IIgs hosted Sluggo Genesis development hardware. Advantech 1333 E.9400 South, Suite 160 Sandy Utah, 84092 Tel : (801) 572-5410 Fax : (810) 572-5674 Products : blank SEGA Genesis cartridge PC boards, blank EPROMS. ***** Genesis Development System Frequently Asked Questions Q:What is the Genesis Development System? A:The GDS is a cross development system that lets you develop games and other software to run on the Sega Genesis. The system consists of a 4 inch by 8 inch printed circuit board that plugs in the cartridge slot of the Genesis, and has a cable going to the parallel port of the host computer. A complete software set is included consisting of an integrated editor/assembler, a stand alone assembler, a symbolic debugger, a music and sound effect editor, a utility to break standard 16 color IFF images into tiles to be downloaded to the Sega, a utility to capture screen graphics on the Genesis, a utility to send an LBM image to the Genesis for preview, a linker for joining multiple object modules, and several example files. Q:Does it come with any source files? A:You get source to the music editor, source to a Z80 program to run on the genesis to interpret the music files, source to a demo program that plays music and has sprites bouncing around behind the Sega logo, source to the download utilities. Complete source is provided on communicating between the host machine and the Genesis. Q:How much memory does it have on the board? A:It comes with 2.25 or 4.25 megabytes of memory. Older versions had 1.25 megabytes. 256K is reserved for use by the debugger for variable storage and symbols. Q:Can you program CD games with it? A:It is not specifically designed for a CD. You could program as if you're creating a cartridge then modify the code later to make it work on the CD. I provide no information on the Genesis CDROM drive. I don't own one myself. The Genesis CDROM market is perhaps 10% of the cartridge market. Q:Does it include technical specifications for the Genesis? A:Yes, it comes with descriptions of the memory map, graphics registers, the Z80's functions, reading the joysticks, sprites, scrolling, tiles, the DMA copier, the audio chips-in short everything required to program the genesis. Also provided are several working demos with source. Q:Is this proprietary information stolen from Sega? A:No, the information on the Genesis came from reverse engineering it, completely independent of Sega. There are no copyright violations in the purchase or sale of this development system, nor is there anything illegal about any use of it. Q:How does it work? A:The board has ROMs on it which contain the monitor and debugger that runs on the Genesis. When the Genesis is reset, the ROMs take over and wait for commands to come from the host machine-commands like download bytes, send bytes back, set up registers, define a symbol, or enter the interactive debugger. When in the interactive debugger the host machine acts as a terminal, and characters are sent over the cable. Full 68000 debugging is possible, including disassembly, single step, register view and modify, breakpoints, expression evaluation, memory view, modify, search and copy, symbol definition, memory compare. There is also a z80 disassembler built in. Q:What about the assembler? A:The assembler is a full macro 68000 assembler, and includes the full 8080 and parts of the Z80 instruction set. It generates symbol table information that can be downloaded to the Genesis to allow for symbolic debugging. On a 66 Mhz DX2 the assembler is about 550,000 lines/minute. There is also a linker which combines multiple object files. Q:Can I program in C? A:There is no C compiler included in the package. In the future there may be. Q:How do I make artwork? Is there a sprite editor? A:Originally I planned on including a simple graphic editor, but I found that no one used it-instead they used Dpaint. The best way is to use dpaint to create graphics in lo-res 16 color mode, then to use the utility I provide to convert them to raw data to be sent to the Sega. Animation can be done within Dpaint. Unfortunately there is no editor for manipulating giant figures made out of sprites, but in principle it would be possible to do. So probably you will use dpaint or some other painting program to create the artwork. A:Can you backup existing cartridges like the game backup systems? Q:The system is intended for game development. However if you were able to obtain ROM images, they can be downloaded just like original code. When running a ROM under the system, you can tinker with memory, modify gameplay, add lives, etc. You can do all the normal debugging functions, like single step, breakpoints, etc, to see how the program is working. In the future (Mid March, 1994) a reader will be available for $100 which will let you read out the contents of your cartridges. Q:How fast are downloads? A:The current board has transfer rates of up to 105K bytes per second. Older versions of the board had a 49K bytes per second transfer rate. Q:What host machines is this available on? A:Currently the complete system is available on the IBM PC. There is also an Amiga version but it has fewer features than the PC version. Q:Why should I buy your system and not go through Sega? A:My system is better and cheaper than those provided by Sega. I sell to anyone. Sega sells only to large companies. I require no non-disclosure statements to be signed. Sega requires you to sign extensive non-disclosure statements, and you essentially have to be subservient to them forever. If you buy my system you immediately have the ability to create software for the Genesis. If you create a game, you can then sell it outrifht or attempt to publish it yourself. You wouldn't have to pay Sega any of their rediculous royalties on each unit, regardless of how well your program sells. Q:How long has this system been available? A:It first became available in April 1991. The 2 and 4 megabyte versions first became available in February, 1994. Q:How many have already been sold? A:I've sold around 30 units so far. Q:How much does it cost? A:For the 4 megabyte version the cost is $1600. For the 2 megabyte version the cost is $1500. For the duration of March, 1994 there is a special introductory price of $1000 for the 2 megabyte version and $1100 for the 4 megabyte version. After March, 1994 the price will be raised by $500. Q:Will it be ported to other platforms? A:There are no plans to port the software to any other platforms. Q:What about technical support? How about software upgrades? A:You can send me email and I will answer questions and help solve your problems. If I'm home you can call me. Concerning software support: I want you to be happy with this. If you want some program written, and it seems like a good idea, chances are I'll do it for free and include it with the system. Currently if the software seems sparse it's because no one has complained so I guess I include enough. There's no point in writing software if it isn't going to be used. In any case software upgrades are free unless it's some major upgrade like including a C compiler-I don't believe in selling something for hundreds of dollars then nickel and diming you on upgrades. EPROM upgrades are free if you send back your originals. Q:Do we need to pay you any royalty on games developed with the system? A:No. Once you bought the system you can do anything you want with it-except copy it and sell it yourself... Q:How can I contact you? A:Send me mail, email or call. 818-584-0357 INTERNET: dash@netcom.com David Ashley 395 Sierra Madre Villa Pasadena, CA 91107 USA ***** ============================================================= 4.0 Code samples. The following code was graciously given to me by David Ashley, inventor of the GDS. We all owe him a big Thanks! Here's sample code for reading the joystick: ------------ ;jsinit must be called to set up the joystick, otherwise reading back will ;have errors. This need only be called once. jsinit: moveq #$40,d0 move.b d0,$a10009 move.b d0,$a1000b move.b d0,$a1000d rts ;The following two routines can be used for reading from the joystick ;ports. ;porta and portb return a byte in d0. 0 bits mean button is not down, ;1 mean button is down. ;The order is: ;76543210 ;SACBRLDU ;meaning Start, A, C, B, Right, Left, Down, Up porta: move.b #$40,$a10003 nop nop move.b $a10003,d1 andi.b #$3f,d1 move.b #$00,$a10003 nop nop move.b $a10003,d0 andi.b #$30,d0 lsl.b #2,d0 or.b d1,d0 not.b d0 rts portb: move.b #$40,$a10005 nop nop move.b $a10005,d1 andi.b #$3f,d1 move.b #$00,$a10005 nop nop move.b $a10005,d0 andi.b #$30,d0 lsl.b #2,d0 or.b d1,d0 not.b d0 rts ----------------------- Graphics code is another matter. Since I sell a development system, and one of the features is I provide technical info on the Genesis hardware, it would sort of be a conflict of interest for me to give things away :^). ----------------------- The whole sample is not inlcuded because of it's size. However you can find the rest of the code, about 5 pages worth, at the same locations as this file. Look for a file called code.txt. These files will always be posted together. dc.l $FFFE00,$D7E,$200,$200,$200 dcb.l $17,$200 dc.l $E9E,$200,$EAE,$200,$20E dcb.l $F,$20E dcb.l $F,$200 dc.b "SEGA MEGA DRIVE (C)SEGA " dc.b "1989.AUG _____",$87,"V " dc.b " " dc.b " ",$87,"V " dc.b " " dc.b " GM 00054010-01",$93,"G" dc.b "JD ",$0,$0,$0,$0,$0,$3,"",$FF dc.b $0,"",$0,$0,$0,"",$FF," " dc.b " " dc.b " " dc.b "JUE " move #$100,$A11100 ============================================================= 4.11 Four Way Player Tap from Electonic Arts. While no code is prodived, here is a hack of sorts. I am honoring the request of anonymity from the sender. The $__ are ports calls by the software to control the hardware (of couse). With the EA 4 way play adapter, all the controllers are read through controller 1's port after sending the selection data out of controller 2's port. The selection data is $0C for controller 1, $1c for controller 2, $2c for controller 3, and $3c for controller 4. The adaptor is detected by setting the registers in the following way. (This is from G______ C____ code, so don't ask me why they did some of this stupid stuff.) $40->CTRL1 $40->CTRL2 $43->CTRL2 (This doesn't make sense... why set it twice?) $7C->DATA2 (This is probably masked off by the $43 above...) $7F->CTRL2 $7C->DATA2 If you read DATA1 and either of the low 2 bits is set, there isn't a 4 tap. You must enable writing to port two after that so that you can select the port. Well this is the view from inside the machine... hope this helps you somewhat. ============================================================= 4.2 Graphics, Color Palette and sprit control Hi, I found a file called 'MegaDrive Documentation' on a BBS in Holland. I dunno which format it use (maybe an Amiga one) but it's easily redable. You'll maybe find some info in it for your faq. So here it is... Regards, David Delabassee ============================================================== DATABASE NODE MAIN "Table of Contents" Table of Contents: {"About" LINK About } {"MegaDrive MAP" LINK Megarivemap} {"The VRAM" LINK TheVRAM } {"The Tiles 8*8" LINK TheTiles8*8} {"Horizontal Scrolls" LINK HorizontalScrolls} {"The CRAM" LINK TheCRAM} {"The Screens Maps" LINK TheScreensMaps} {"Priority of Plans" LINK Priority} {"The SRAM" LINK TheSRAM} {"Sprites List" LINK SpritesList} {"Access to the VRAM" LINK AccesstoVRAM} {"Video Registers" LINK Video-Registers} {"Interruptions" LINK Interruptions} {"Exceptions of 68000 of the GENESIS" LINK Exceptions} {"More InFormAtions" LINK Informations} NODE About "About" * MEGADRIVE DOCUMENTATION VERSION 1.0 * Date : 09-02-94 Author : All Writen by MuMBlY / {"MYSTIC" LINK Informations} ENDNODE NODE Megarivemap "megadrive map" ---------------------------------------------------------------------- MEGADRIVE MAP ---------------------------------------------------------------------- 000000-3FFFFF : 4 Megas Rom Cardtrige 400000-9FFFFF : Reserved A00000-AFFFFF : I/O Ports B00000-BFFFFF : Reserved C00000-DFFFFF : Vdp E00000-FEFFFF : Ram Image FF0000-FFFFFF : 64kb RAM ENDNODE NODE TheVRAM "The VRAM" The VRAM ---------------------------------------------------------------------- The 'RAM video' (64 kb) is used for countaining all informations of the screen. - Caracters (tiles) of 8*8 pixels in 16 colors (32 bytes per caracters). - Screens (2 screen of 32*32 to 128*128 in 64 colors). - Attributs of Sprites (maximum of 80 sprites). - Horizontal pointers of scrollings (1 pointer per line). ENDNODE NODE TheCRAM "The CRAM" ---------------------------------------------------------------------- The CRAM ---------------------------------------------------------------------- The 'RAM color' (128 bytes) is used for containing the 4 palettes of 16 colors (1 word per color). - Each Color is coded on 12 bits: Bit 11-8 : Bleue Value Bit 7-4 : Green Value Bit 3-0 : Red Value THe least signicative bit of each value is ignored, that is given a palette of 8*8 values =3D 512 differents colors ENDNODE NODE TheSRAM "The SRAM" ---------------------------------------------------------------------- The SRAM ---------------------------------------------------------------------- The 'Scroll RAM' (128 Bytes ?)is used for countaining values of vertical scrolling. ENDNODE NODE TheTiles8*8 "The Tiles 8*8" ---------------------------------------------------------------------- The Tiles 8*8 ---------------------------------------------------------------------- The Tiles of 8*8 pixels in 16 colors. Each tile is longer of 32 bytes. The Format is simple : 1 longer word per line*8lines. Each Pixel is represented in an half-byte. Example : dc.1$01111100 ; letter A in Color 1 ! dc.1$11000110 dc.1$11000110 dc.1$11111110 dc.1$11000110 dc.1$11000110 dc.1$11000110 dc.1$00000000 ENDNODE NODE TheScreensMaps "The Screens Maps" ---------------------------------------------------------------------- The Screens Maps ---------------------------------------------------------------------- The GENESIS is able to manage 2 SUperposed screens (Playfields). Each palyfield can do of 32*32 tiles until 128*128 tiles. Each tiles is coded on 1 word and are consecutive in the screen map. The Format is Bit 15 : {"Priority" LINK Priority} Bit 14-13 : Palette ( 0 to 3 ) Bit 12 : Vertical Flipping Bit 11 : Horizontal Flipping Bit 10-0 : Tile number ( 0 to 2047 ) Example : dc.w $8001 ; Priority =3D 1, Pallette =3D 0, no Flipping, Tile number #1 ENDNODE NODE Spriteslist "Sprites LIst" ---------------------------------------------------------------------- Sprites List ---------------------------------------------------------------------- The GENESIS is able to manage until 80 sprites on the screen. The only limit is of 20 sprites per line of pixel and of 320 pixels of sprites per line. ( ya can display 20 sprites of 16 pixels of large with the same Y-axis but which 10 sprites of 32 pixels of large ) The sprites used the same tiles that the screen. THose lastest can do of 1*1 tiles to 4*4 tiles. Format of the list of sprites to display (8 bytes per sprite) : byte 0-1 : Y-axis (0 to 511)+$80 byte 2 : SIze (bit 0-1 : height 0-3+1 , Bit 2-3 : width 0-3+1) byte 3 : Link Data ( next sprite in the list or 0 for end of list) byte 4-5 : Fisrt number tile sprite (See farther !) bute 6-7 : X-axis (0 to 511)+$80 It indicate that the first tile of sprite b'coz the GENESIS deduces automaticaly the next as that : Tile #1:Tile #4 ; Sprite of 16 pixels on 24 pixels Tile #2:Tile #5 Tile #3:Tile #6 =09 The format of tile number is same at format of screens That's limit the sprites to 16 colors (maxi!). The Flipping is indicated for the complete sprite. example List : =09 dc.w $0+$80 ; Y-axis in the top of screen (0) dc.b %0101 ; Size 16*16 pixels dc.b 1 ; Number of the next sprite in the List for the priority dc.w $4001 ; Palette =3D 2, First tile =3D 1, No Flipping= (Tiles#1,#2,#3,#4) dc.w $0+$80 ; X =3D 0 dc.w $40+$80 ; Y =3D 64 dc.b %0001 ; Size 8*16 pixels dc.b 0 ; Last sprite dc.w $5001 ; Palette 2, Vertical Flipping, Tile #1 (Tile #1,#2) dc.w $40+$80 ; X =3D 64 the order of sprites in the list indicates the priority of sprites between them : the first sprite is First Plan. ENDNODE NODE HorizontalScrolls "Horizontal Scrolls" ---------------------------------------------------------------------- Horizontal Scrolls ---------------------------------------------------------------------- The GENESIS is able to manage an horizontal offset for each line. The Format for each horizontal offset : 1 word for each offset of playfield A 1 word for each offset of playfield B ... Example : dc.w $0001 ; A move of 1 pixel about right for playfield A dc.w $ffff ; A move of 1 pixel about left for playfield B dc.w $0002 ; 2 pixels to right for A (second line) dc.w $0003 ; 3 pixels to right for B (second line) ... it's possible to have a pointer which functions for all screen or for all tiles or for all lines. The numbber of pointer is in function of choose mode. ENDNODE NODE Priority "Priority of Plans" ---------------------------------------------------------------------- Priority of Plans ---------------------------------------------------------------------- Each Tiles of each screen and each sprite countains a bit of priority. That settles the priorities of plans between them and the sprites with plans. When all bits are to 0 : the sprites are on the screen A which is on the screen B. Each bit that we have putting to 1, does moving the plan. Example : Screen B=3D1, Screen A=3D0, Sprite=3D0 The screen B pass in front of the sprites which goes in front of the screen A. ENDNODE NODE AccesstoVRAM "Access to the VRAM" ---------------------------------------------------------------------- Access to the VRAM ---------------------------------------------------------------------- On MAnual Mode (without SRAM) : 2 ports are used : 1 for the address and 1 for the data. the two ports are on 32 bits and the address increases itself automaticaly. the only prolem is that it must to code the address which follows the type of RAM that we want to address. For the VRAM : Address 0-FFFF ((address and $3fff)+$4000)*$10000+(($1c000 and address)shr 14) For the CRAM : Address 0-7F ($c000+address)*$10000 For the SRAM : Address 0-7F ? (($3fff and address)+$4000)*$10000+$10 The address is putting in the vdp_cmd ($c00004) The Data is putting in the vdp_dat ($c00000) Example : move.1#$c0000000,vdp_cmd ; Address 0 of the CRAM move.1#$c0000eee,vdp_dat ; color 0 and 1 of the first palette (black&white) move.w#$0444,vdp_dat ; color 2 of the first palette (Dark Grew) ENDNODE NODE Video-Registers "Video Registers" ---------------------------------------------------------------------- Video Registers ---------------------------------------------------------------------- the write access to video regiters does by the vdp_cmd it codes on a word : Bit 15=3D1 : indicates that's a register Bit 14-8 : number of register Bit 7-0 : Value to write in the register Example : move.w#$8000,vdp_cmd ; Register #0=3D0 move.1#$81ff8200 ; Register #1=3Dff, register #2=3D0 Register #0 Bit 7 : 0 Bit 6 : 0 Bit 5 : 0 Bit 4 : Control interrupt H(Niv 4) 1:ON 0:OFF Bit 3 : 0 Bit 2 : 1 Bit 1 : Control mode screen ? Bit 0 : 0 Register #1 Bit 7 : 0 Bit 6 : TV 1:ON 0:OFF Bit 5 : Control Interrupt V(Niv 6) 1:ON 0:OFF Bit 4 : DMA 1:ENABLE 0:DISABLE Bit 3 : 0:NTSC(28 lines Cell) 1:PAL(30 lines Cell) Bit 2 : 1 Bit 1 : 0 Bit 0 : 0 Register #2 Address of base of the Screen MAP A/$400 (that all the $2000). Register #3 Address of base of the window/$400 (Third Screen) (D000) Register #4 Address of base of Screen MAP B/$2000 (E000) Register #5 Address of base of the list of sprites/$200 (BC00) Register #6 Not used (0) Register #7 Background Color (0 to 63) : 'Border' color. Register #8 and #9 Not used (0) Register #10 Line counter per H interrupt (0 to 255). Register #11 Bit 7-4 : 0 Bit 3 : Level 2 Interrupt 1:ON 0:OFF Bit 2 : Vertical Scroll Control 1: An offset per 16 pixels 0: An Screen offset Bit 1-0 : Horizontal Scroll Control 00 : An Screen offset 01 : Not Used 10 : An offset per cellule 11 : An offser per line Register #12 Bit 7 : Must be as the bit 0 Bit 6 : 0 Bit 5 : 0 Bit 4 : 0 Bit 3 : Shadow effect between Playfields and the sprites 1:ON 0:OFF Bit 2 : Vertival Resolution (224 or 448 pixels) Bit 1 : Entrelaced ( only on entrelaced : 448 pixels are possible) Bit 0 : 32 Tiles per line or 40 tiles per line (320 or 256 pixels) Register #13 Address of base for Horizontal Scrolls/$400 (B800) Register #14 Not used (0) Register #15 Increase offset of vdp_cmd in word Register #16 Bit 7-6 : 0 Bit 5-4 : Size Vertical Screen Maps A and B 00:32 01:64 10:USED 11:128 Bit 3-2 : 0 Bit 1-0 : SIze Horizontal Screen Maps A and B ( Same format as Vertical) Register #17 Horizontal Dimension Window Register #18 Vertical Dimension Window Register #19 (93) Less weight longer transfert DMA Register #20 (94) Strong Weight longer transfert DMA Register #21 (95) DMA Source Less Weight Register #22 (96) DMA Source Strong Weight for VRAM or Middle Weight for RAM Register #23 (97) DMA Control Bit 7 : Source 1:VRAM 0:RAM Bit 6 : Source 1:ON 0:OFF (or Bit 23 Source RAM) Bit 5-0 : RAM Source ( Bit 22-17) In thiz case of RAM Source, the bits 6-0 are considerated as the strong weight of the source. ENDNODE NODE Interruptions "Interruptions" ---------------------------------------------------------------------- INTERRUPTIONS ---------------------------------------------------------------------- The interruptions are of the 68000 : (!!!!!!) Level 2 : External Interrupt (???) Level 4 : H interrupt (Interruption Raster Runs by the VDP) Level 6 : V interrupt (Interruption Vertical Blanck) ... ENDNODE NODE Exceptions "Exceptions of 68000 of the GENESIS" ***************************************************************** EXCEPTIONS OF 68000 OF THE GENESIS ***************************************************************** $00 SYSTEM SSP $04 SYSTEM PC $08 BUS ERROR $0C ADDRESS ERROR $10 ILLEGAL INSTRUCTION $14 DIVISION BY ZERO $18 CHK EXCEPTION $1C TRAPV EXCEPTION $20 PRIVILEGE VIOLATION $24 TRACE EXCEPTION $28 LINE-A EMULATOR $2C LINE-F EMULATOR $30 RESERVED BY MOTOROLA $34 RESERVED BY MOTOROLA $38 RESERVED BY MOTOROLA $3C RESERVED BY MOTOROLA $40 RESERVED BY MOTOROLA $44 RESERVED BY MOTOROLA $48 RESERVED BY MOTOROLA $4C RESERVED BY MOTOROLA $50 RESERVED BY MOTOROLA $54 RESERVED BY MOTOROLA $58 RESERVED BY MOTOROLA $5C RESERVED BY MOTOROLA $60 SPURIOUS EXCEPTION $64 INTERRUPT REQUEST LEVEL 1 $68 INTERRUPT REQUEST LEVEL 2 $6C INTERRUPT REQUEST LEVEL 3 $70 INTERRUPT REQUEST LEVEL 4 (VDP INTERRUPT) $74 INTERRUPT REQUEST LEVEL 5 $78 INTERRUPT REQUEST LEVEL 6 (VERTICAL BLANK) $7C INTERRUPT REQUEST LEVEL 7 $80 TRAP #00 EXCEPTION $84 TRAP #01 EXCEPTION $88 TRAP #02 EXCEPTION $8C TRAP #03 EXCEPTION $90 TRAP #04 EXCEPTION $94 TRAP #05 EXCEPTION $98 TRAP #06 EXCEPTION $9C TRAP #07 EXCEPTION $A0 TRAP #08 EXCEPTION $A4 TRAP #09 EXCEPTION $A8 TRAP #10 EXCEPTION $AC TRAP #11 EXCEPTION $B0 TRAP #12 EXCEPTION $B4 TRAP #13 EXCEPTION $B8 TRAP #14 EXCEPTION $BC TRAP #15 EXCEPTION $C0 RESERVED BY MOTOROLA $C4 RESERVED BY MOTOROLA $C8 RESERVED BY MOTOROLA $CC RESERVED BY MOTOROLA $D0 RESERVED BY MOTOROLA $D4 RESERVED BY MOTOROLA $D8 RESERVED BY MOTOROLA $DC RESERVED BY MOTOROLA $E0 RESERVED BY MOTOROLA $E4 RESERVED BY MOTOROLA $E8 RESERVED BY MOTOROLA $EC RESERVED BY MOTOROLA $F0 RESERVED BY MOTOROLA $F4 RESERVED BY MOTOROLA $F8 RESERVED BY MOTOROLA $FC RESERVED BY MOTOROLA ENDNODE NODE InFormAtions "More InFormAtions" ============================================================= The 68000 keeps all of it's interrupt vectors in the first 1k of memory (this is cartridge ROM!) The first 10 longwords are: Stack pointer after reset Program counter after reset Bus Error Address Error Illegal Instruction Division by Zero CHK instruction TRAPV instruction Priviledge violation Trace The external interrupts start at $60 (vector 25-31) and end at $7F. Now all videogame units have a variety of interrupts of VBlank and HBlank. If you poke arount the interrupt table with the hints I've given you, and follow those addresses into the code, you can probably find the VBLANK and HBLANK routines for any given game. The vblank routines often read the controllers, do DMA, access video RAM, etc. so this is a good short cut to find meaty code within the machine! (Look for nice round addresses close together... wouldn't those be VDP registers?) HBLANK is even better if a game uses it (look at any sonic game!) because they must be short (and are thus easily identifiable when traced from the interrupt table vectors), generally they only have one or two instructions to load their data into the VDP before it will be displayed on the screen, so you should immediately be able to figure out how to load palettes into the Genesis. Look atSonic the Hedgehog 1 dissassembly, following the interrupt vectors to find the HBLank routine. (All interrupt routines should end in RTE.) Notice there is one branch and then some set up and a lot of longword writes. Try changing these writes to write constant data and then look at some section of the game which uses Hblank interrupts. Betcha the colors have changed...(oops... the game will hang because the checksum is no longer good. You must find the checksum and step over it... trace through initialization till you find it... I think it should end on a nice round address, but it's been a while so I am not sure. Look for a loop with an add in it and nothing else. The checksum is stored in a place where changing it will not change the checksum, lots of other data like that is there... good luck!) Anyway, if you disable the checksum and change the data in hblank then play a board with water I think you will understand how to change color palettes on the Genesis! If you can figure this out, you can probably guess that writing other data to the VDP is very similar. Look at the VBlank code to see what it does with similar addresses to figure out how to write characters and stuff. This is pretty convoluted, unfortunately. I can only suggest that you look at very old games for this information as they are programmed more simply. I hope this helps you somewhat. I ask that you don't print this as I have written it, and what you do print please don't mention me as I could get in trouble. If you do some hacking and get stuck, let me know and I'll give you some more hints. I hate not being able to say things directly, because I think the Genesis is a wonderful piece of hardware and wish everyone could know how great it is. P.S. don't look at Road Rash, it will drive you INSANE! It seems to run entirely in VBLANK and HBLANK! I figured out the 4-TAP by looking for Joystick accesses in the VBLANK code... easy! ============================================================= 5.0 Language Switch, from Rec.Games.Video FAQ How to make a language switch (Genesis/MD). On a Genesis/MD, there are jumpers labelled JP1, JP2, JP4, and JP3. The Genesis has a capacitor on JP1 and a trace on JP2; the Mega Drive has a capacitor on JP2 and a trace on JP1. The bottom ends of JP1 and JP2 are connected together. So if you cut the trace and the top end of the capacitor, and install a DPDT switch between them which reconnects them either unchanged or swapped left to right, you have a language switch. You'll need some wire, a soldering iron, solder, and a DPDT switch. Some machines have an open circuit instead of the capacitor. Also, I've been told that even if there is a capacitor, you can throw it out and leave an open circuit. Either way, the switch is a lot simpler, requiring a SPDT switch and less wire and solder. Several people have told me that you could just cut both JP1 and JP2 and put a SPST switch on JP1. This is even simpler, but I'm not sure it really works, as opposed to putting your machine in an intermediate state that only sort-of works. The redesigned Genesis 2 machines don't appear to have either the capacitor or circuit. Nobody yet knows how to make the language switch for one, though there are language switch cartridges you can buy to act as one. IF YOUR MACHINE HAS NO CAPACITOR (or if you want to cross your fingers and throw away your capacitor) and is not a Genesis 2: Cut JP2. The trace might be covered with paint and hard to see. (If you started with a Mega Drive, JP2 is open and you have to cut JP1 instead.) If you aren't sure which end I mean by "bottom", just check the back of the board to see which end is connected together. Original state of machine: After cutting: JP2 top JP1 top JP2 top JP1 top | | | | | | | | | | | | | | | | \ / \ / \_______/ \_______/ bottom of both bottom of both Add a SPDT switch which can be in one of two positions: ._ _ _ _ _ _ _ _ _ _ _ _ . . . . _ _ _ _ _ _ _ _ _ _ . . . . JP2 top JP1 top . . | | . . | | _________ | o o | | \ | | \ | \___o___/ | | . \ / . \_______/ - - - - - - - - - - - - bottom of both ._ _ _ _ _ _ _ _ _ _ _ _ . . . . _ _ _ _ _ _ _ _ _ _ . . . . JP2 top JP1 top . . | | . . | | _________ | o o | | / | | / | \___o___/ | | . \ / . \_______/ - - - - - - - - - - - - bottom of both ------------------------------------------------------------- IF YOUR MACHINE DOES HAVE THE CAPACITOR: Cut both sides. (Note: if you started with a Japanese Mega Drive the capacitor will be on the side labelled X instead) Original state of machine: After cutting: JP2 top JP1 top JP2 top JP1 top | | | | | | | | | | | | | | | X | ### X | ### | ### | ### | ### | ### \ / \ / \_______/ \_______/ bottom of both add switch which can be in one of two positions: JP2 top JP1 top (Connect 2 to 2 | | and 1 to 1) | | 2 1 2 1 1 2 ______________ _ _ _ _ _ _ _ _ _ _ | o o o o | | ` | \ \ | X | ###` ` | \ \ | | ### ` ` \____o__o____/ | ### ` ` ' ' \ / ` `- - - - -' ' \_______/ ` _ _ _ _ _ _ _ _ ' bottom of both JP2 top JP1 top (Connect 2 to 2 | | and 1 to 1) | | 2 1 2 1 1 2 ______________ _ _ _ _ _ _ _ _ _ _ | o o o o | | ` | / / | X | ###` ` | / / | | ### ` ` \____o__o____/ | ### ` ` ' ' \ / ` `- - - - -' ' \_______/ ` _ _ _ _ _ _ _ _ ' bottom of both 50/60 hertz switch. You can build a 50/60 hertz switch on a Genesis/Mega Drive like a language switch, but using jumpers JP3 and JP4. The standard setting is 50 in PAL areas such as Europe, and 60 in NTSC areas like the US and Japan. In the 60 hertz mode, the game is faster and the screen taller; however, not all TVs and monitors in Europe can display this mode. Some American/Japanese games are protected to keep Europeans from playing them; this protection checks the 50/60 hertz setting. You can usually get around it by installing the switch and switching when starting the game, then switching back afterwards. Many European games are simple ports of American or Japanese games and are not redesigned for 50 hertz, so work faster and with "better" screen proportions if played at 60 hertz. Genesis/Mega Drive dual version (language switch) list: *Battle Maina 2: The game plays in both positions. However with both controlers removed, a system info screen appears which informs about system version, langauge mode. Bonanza Brothers: Game plays in Japanese. (Maybe. There seems to be more than one version floating around.) Columns: Game plays in Japanese. *Cyberball: Japanese version has a modem option. Dragon's Fury: Works only with language set to English. The original, Devil's Crush MD, works either way. Dynamite Duke: Harder on the Mega Drive. Elemental Master: Harder on the Mega Drive. Fatal Labyrinth: Game plays in Japanese. Fire Shark: Different title screen with Kanji. Flicky: Characters have Japanese names and instructions are in Japanese. Forgotten Worlds: Game plays in Japanese. Gaiares: only mentions the Japanese licensee on the title screen, and has Japanese text; you can also select Japanese text from the option screen. Ghostbusters: Game plays in Japanese. Ghouls and Ghosts: Different title screen with Kanji. To see it on a Genesis, select the last music and sound (26 and 56) from the options screen, then press lower left; A, B, or C; and Start all at the same time. (I never tried this, but Gamepro magazine claimed it works.) The game shows some other Japanese text, and when you die during a boss you start out earlier. Insector X: Title screen refers to company as Hot-B, not Sage's Creation. The MD version shoots more slowly. The ending text is still English. *Marvel Land: The Japanese version says "for Mega Drive" or "for Genesis" but the language stays Japanese. (What does an English version do?) Monaco GP: Game plays in Japanese (also an option on the option screen). Mystic Defender: This game is actually the anime-based Kujaku-Ou (Peacock King) 2 game. In Japanese mode, the opening text is replaced by a graphics screen (never seen in the US version) with Japanese. The levels have names, the main character wears a white robe, the lightning magic effect is different, and the character is named Kujaku in the ending (which is still English). Outrun: The attract mode lacks sound, the startup screen says "push" (not "press") start button, and "(C) Sega 1986, 1991" is printed in reverse order. The default options are KM/H and a different button selection (but can still be changed on the option screen). Quackshot: Game plays in Japanese. Raiden Trad: The "licensed to Sega" line is absent on both title screens, and the second title screen includes only the Japanese part instead of the non-Japanese part of the first one. Revenge of Shinobi: Title changes to Super Shinobi; credits show at the end. Rolling Thunder II: The Japanese version only works on a Japanese setting. The US version works either way (and isn't bilingual). Sonic the Hedgehog II: Tails is renamed to "Miles". Streets of Rage: Title screen changes to Bare Knuckle, and all text is in Japanese, including the introduction. The clock resets when you encounter the bosses. Streets of Rage II: Turns to Bare Knuckle II, and renames Skate to Sammy --_if_ you change the setting sometime after turning the machine on (to skip the lockout). Thunder Force II: Title screen has "MD" on it, and company name is "Tecnosoft". Thunder Force III: company's name is spelled "Tecnosoft". *Thunder Storm FX (CD): Turns to Cobra Command in US mode. Truxton: Japanese title is Tatsujin. Twin Hawk: Different title screen with Kanji. *Wrestle War: The wrestler is blond on a Genesis and black-haired on a MD. * Information from testing a Japanese game ============================================================= 6.0 Sega Internet Information - This information came from Bernd P. Ziller. Mailing to any of these site (or FTP, gopher, etc.) will not work due to a firewall. They are looking out, but we can't look in. I stongly suggest that you don't try anything stupid. segaoa.com 198.176.13.13 130slmail 198.176.14.65 loghost 198.176.13.13 localhost 127.0.0.1 400mail 198.176.14.57 pd275 198.176.14.68 trixie 198.176.9.40 torcable 198.176.14.53 pd130 198.176.14.61 storm 198.176.11.47 segaintera 198.176.14.52 segaoa 198.176.13.13 sonic 198.176.13.13 blackhole 198.176.14.69 multimedia 198.176.14.63 pd1 198.176.14.62 segard 198.176.14.51 segaeurope 198.176.14.50 tormail 198.176.14.54 si32 198.176.14.55 sb1mail 198.176.14.60 macpo 198.176.14.67 pluto 198.176.9.52 fremontml 198.176.14.56 racerx 198.176.9.41 hummer 198.176.11.55 303tdmail 198.176.14.64 sb2mail 198.176.14.58 ftp 198.176.13.13 gambit 198.176.11.46 Emerald_Dragon 198.176.8.22 ============================================================= I am still hoping to expand this document. I am looking for information on the Sega Multitap, CD, 32-X (Mars), HMD, hardware in general, Saturn, and the controllers. Please E-Mail me for a copy or to add information to this list. Again My E-Mail address is: U6c16@Wvnvm.Wvnet.Edu Snail Mail: Henry Rieke Attn: Sega FAQ 161 Poplar Dr Morgantown, Wv 26505-2340 A Very Special Thanks to: David Ashley Rober Leyland David Delabassee Special Thanks to : Scott Golby Rick McTeague Landon Dyer Neal Howland Bernd P. Ziller  WPCD12cpiPanasonic KX-P118017 Feb 94 09:30:55 +0100 >From: Subject: Re: What Language are games programmed in? To: U6C16@WVNVM.BITNET Message-id: <9402170830.AA16515@leda.pt.hk-r.se> X-Envelope-to: U6C16@WVNVM.BITNET Heres an extract from the game _____. I just included some of the beginning of the code and some ASCII segments. I hope you are satisfied with this. dc.l $FFFE00,$D7E,$200,$200,$200 dcb.l $17,$200 dc.l $E9E,$200,$EAE,$200,$20E dcb.l $F,$20E dcb.l $F,$200 dc.b "SEGA MEGA DRIVE (C)SEGA " dc.b "1989.AUG _____",$87,"V " dc.b " " dc.b " ",$87,"V " dc.b " " dc.b " GM 00054010-01",$93,"G" dc.b "JD ",$0,$0,$0,$0,$0,$3,"",$FF dc.b $0,"",$0,$0,$0,"",$FF," " dc.b " " dc.b " " dc.b "JUE " move #$100,$A11100 nop rte bra.s $20C bra.s $20E move.l a6,d5 lea $C00004,a5 move.l #$940000,d4 move d6,d4 lsl.l #8,d4 move #$9300,d4 move.b d6,d4 move.l d4,(a5) lsr.l #1,d5 and.l #$7FFFFF,d5 move.l #$960000,d4 move d5,d4 lsl.l #8,d4T move.b d5,d4 move.l d4,(a5) swap d5 move #$9700,d4 move.b d5,d4 move d4,(a5) or #$80,d7 swap d7 move d7,(a5) swap d7 move d7,-(a7) move (a7)+,(a5) rts move.l #$7C000002,$C00004 move.l #$0,$C00000 rts bsr $3BCC lea $FFFFC800.w,a6 moveq #$0,d6 move #$13F,d7 move d6,(a6)+ dbf d7,$282 move.l #$78000002,d7 move #$13F,d6 bra $2B8 move.l #$40000003,d7 bra $2A6 move.l #$60000003,d7 move #$1FFF,d6 bra $2B8 move.l #$60000002,d7 move #$DFF,d6 moveq #$0,d5 move #$8F01,$C00004 lea $C00004,a5 move.l #$940000,d4 move d6,d4 lsl.l #8,d4 move #$9300,d4 move.b d6,d4 move.l d4,(a5) move #$9780,(a5) or.l #$40000080,d7 move.l d7,(a5) move.b d5,$C00000 move (a5),d4 btst #$1,d4 bne.s $2EC move #$8F02,(a5) rts move.l #$40000010,d7 moveq #$28,d6 moveq #$0,d5T move d5,$C00000 dbf d6,$30A rts lea $C00000,a5 move.l #$800000,d3 move.l d7,$C00004 move d6,d2 move (a6)+,(a5) dbf d2,$32A add.l d3,d7 dbf d5,$322 rts move d6,d2 lea (a5),a4 move d4,(a5)+ addq #1,d4 dbf d2,$33C lea $80(a4),a5 dbf d5,$338 rts bset #$6,$FFFFC127.w bra.s $36E move.l #$C0200000,$C00004 move #$0,$C00000 bclr #$6,$FFFFC127.w move $FFFFC126.w,$C00004 rts bset #$0,$FFFFC15E.w moveq #$0,d0 moveq #$0,d1 move.b (a6)+,d0 lea $FFFFC080.w,a1 add d0,a1 move.b (a6)+,d0 move (a6)+,(a1)+ dbf d0,$38C rts bclr #$0,$FFFFC15E.w beq.s $3CE btst #$6,$A10001 beq.s $3AE move #$6EE,d0 dbf d0,$3AA lea $C00004,a5 move.l #$94009340,(a5) move.l #$96E09540,(a5) move #$977F,(a5) move #$C000,(a5) move #$80,-(a7) move (a7)+,(a5) rts moveq #$7,d1 lea $FFFFC080.w,a6T moveq #$E,d7 move (a6),d4 move d4,d2 and d7,d2 beq.s $3E4 subq #2,d2 asl #4,d7 move d4,d3 and d7,d3 beq.s $3F0 sub #$20,d3 asl #4,d7 and d7,d4 beq.s $3FA sub #$200,d4 or d2,d3 or d3,d4 move d4,(a6)+ dbf d0,$3D8 bset #$0,$FFFFC15E.w moveq #$7,d2 moveq #$1,d0 jsr $F80(pc) dbf d2,$40C dbf d1,$3D2 rts moveq #$1F,d0 lea $FFFFC080.w,a2 lea -$80(a2),a1 move.l (a2)+,(a1)+ dbf d0,$426 moveq #$1F,d0 clr.l (a1)+ dbf d0,$42E rts moveq #$E,d1 lea $FFFFC080.w,a6 lea -$80(a6),a1 moveq #$3F,d0 move d1,d5 moveq #$E,d7 move (a1)+,d4 move d4,d2 and d7,d2 sub d5,d2 bpl.s $452 moveq #$0,d2 asl #4,d7 asl #4,d5 move d4,d3 and d7,d3 sub d5,d3 bpl.s $460T asl #4,d7 asl #4,d5 and d7,d4 sub d5,d4 bpl.s $46C moveq #$0,d4 or d2,d3 or d3,d4 move d4,(a6)+ dbf d0,$442 cmp #$8020,$FFFFC142.w bne.s $48E lea $FFFFC0A0.w,a2 lea -$80(a2),a1 moveq #$7,d0 move.l (a1)+,(a2)+ dbf d0,$488 moveq #$7,d2 bset #$0,$FFFFC15E.w jsr $F7E(pc) dbf d2,$496 subq #2,d1 bpl.s $438 rts ........ move #$B4,$FFFFC150.w clr $FFFFC152.w moveq #-$79,d7 jsr $748.w lea $16F8,a0 jsr $14F4(pc) lea $1700,a0 jsr $14F4(pc) lea $1296(pc),a6 lea $FF03A0,a5 jsr $197A lea $FF25A0,a5 lea $1274(pc),a6 bsr $19E8 lea $FF359A,a5 lea $127E(pc),a6 bsr $19E8 lea $FF37A2,a5 lea $128E(pc),a6 bra $19E8 dc.b "GAME OVER",$0,"CONTINUE PLAY " dc.b "^",$0,"YES NO",$0,$0,"PLAYER 1",$0,$0,$0,$0,$0,$0 T dc.b "NUS@@@@@@@@@@@@@@@",$0,"MISSI" dc.b "ON COMPLETED BONUS@@",$0,"MIN" dc.b "//SEC",$0,"OVER/////SEC///NO/" dc.b "BONUS",$0,"UNDER////SEC",$0,"PTS",$0,"P" dc.b "TS",$0,"PTS",$0,$0 dc.b "INFILTRATE ENEMY LINES?",$0 dc.b $12,"RESCUE SECRET AGENT?",$0,$0,$14 dc.b "GO TO THE ARSENAL?",$0,$8,"BLOW" dc.b " UP ALL THE ENEMY WEAPON" dc.b "S?",$0,$10,"PENETRATE THE FORTRE" dc.b "SS?",$0,$E,"RESCUE COLONEL TRAU" dc.b "TMAN?",$0,$0,"PLAYER 1 START",$0,$0