To get back into the 161-in-1 game list the game number is set to 0x0000.Swaps ROM regions to new game (must be written).Purpose unknown but a value must be written!.Number of game to be selected always written by the UI.Prep MCU to receive game change info (must be written first).0x0F0F is always written by the UI but testing seems to show any value will have the same effect.What is currently known about these registers is as follows Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example.
Game selection is done through a set of 5 registers 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order).
SAMURAI SHODOWN 4 MVS SETTINGS SOFTWARE
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.Īddress 0x2FFFE0 (word) is used to communicate with the mcu for storage and retrieval of the game's software DIPs settings and the menu's current position.
This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only.
SAMURAI SHODOWN 4 MVS SETTINGS CODE
Games have their v-blank interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs. Lots of unused footprints for additional chips. Uses a daughterboard with 14 flash chips. A smaller CPLD is used to replace NEO-ZMC. Programming port is J8.Īnother EPM3256 CPLD for the C, S and M ROMs. Not present on earlier multicarts of the same origin with less games. 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1.