2285 lines
107 KiB
Markdown
2285 lines
107 KiB
Markdown
# Controllers and Memory Cards
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#### Controllers/Memory Cards
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[Controller and Memory Card I/O Ports](controllersandmemorycards.md#controller-and-memory-card-io-ports)<br/>
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[Controller and Memory Card Misc](controllersandmemorycards.md#controller-and-memory-card-misc)<br/>
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[Controller and Memory Card Signals](controllersandmemorycards.md#controller-and-memory-card-signals)<br/>
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[Controller and Memory Card Multitap Adaptor](controllersandmemorycards.md#controller-and-memory-card-multitap-adaptor)<br/>
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#### Controllers
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[Controllers - Communication Sequence](controllersandmemorycards.md#controllers-communication-sequence)<br/>
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[Controllers - Standard Digital/Analog Controllers](controllersandmemorycards.md#controllers-standard-digitalanalog-controllers)<br/>
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[Controllers - Mouse](controllersandmemorycards.md#controllers-mouse)<br/>
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[Controllers - Racing Controllers](controllersandmemorycards.md#controllers-racing-controllers)<br/>
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[Controllers - Lightguns](controllersandmemorycards.md#controllers-lightguns)<br/>
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[Controllers - Rumble Configuration](controllersandmemorycards.md#controllers-rumble-configuration)<br/>
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[Controllers - Dance Mats](controllersandmemorycards.md#controllers-dance-mats)<br/>
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[Controllers - Fishing Controllers](controllersandmemorycards.md#controllers-fishing-controllers)<br/>
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[Controllers - I-Mode Adaptor (Mobile Internet)](controllersandmemorycards.md#controllers-i-mode-adaptor-mobile-internet)<br/>
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[Controllers - Additional Inputs](controllersandmemorycards.md#controllers-additional-inputs)<br/>
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[Controllers - Misc](controllersandmemorycards.md#controllers-misc)<br/>
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#### Memory Cards
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[Memory Card Read/Write Commands](controllersandmemorycards.md#memory-card-readwrite-commands)<br/>
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[Memory Card Data Format](controllersandmemorycards.md#memory-card-data-format)<br/>
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[Memory Card Images](controllersandmemorycards.md#memory-card-images)<br/>
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[Memory Card Notes](controllersandmemorycards.md#memory-card-notes)<br/>
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#### Pocketstation (Memory Card with built-in LCD screen and buttons)
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[Pocketstation](pocketstation.md)<br/>
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#### Pinouts
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[Pinouts - Controller Ports and Memory-Card Ports](pinouts.md#pinouts-controller-ports-and-memory-card-ports)<br/>
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## Controller and Memory Card I/O Ports
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#### 1F801040h JOY\_TX\_DATA (W)
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```
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0-7 Data to be sent
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8-31 Not used
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```
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Writing to this register starts the transfer (if, or as soon as TXEN=1 and
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JOY\_STAT.2=Ready), the written value is sent to the controller or memory card,
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and, simultaneously, a byte is received (and stored in RX FIFO if JOY\_CTRL.1 or
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JOY\_CTRL.2 is set).<br/>
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The "TXEN=1" condition is a bit more complex: Writing to SIO\_TX\_DATA latches
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the current TXEN value, and the transfer DOES start if the current TXEN value
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OR the latched TXEN value is set (ie. if TXEN gets cleared after writing to
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SIO\_TX\_DATA, then the transfer may STILL start if the old latched TXEN value
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was set).<br/>
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#### 1F801040h JOY\_RX\_DATA (R)
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```
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0-7 Received Data (1st RX FIFO entry) (oldest entry)
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8-15 Preview (2nd RX FIFO entry)
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16-23 Preview (3rd RX FIFO entry)
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24-31 Preview (4th RX FIFO entry) (5th..8th cannot be previewed)
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```
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A data byte can be read when JOY\_STAT.1=1. Data should be read only via 8bit
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memory access (the 16bit/32bit "preview" feature is rather unusable, and
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usually there shouldn't be more than 1 byte in the FIFO anyways).<br/>
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#### 1F801044h JOY\_STAT (R)
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```
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0 TX Ready Flag 1 (1=Ready/Started)
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1 RX FIFO Not Empty (0=Empty, 1=Not Empty)
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2 TX Ready Flag 2 (1=Ready/Finished)
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3 RX Parity Error (0=No, 1=Error; Wrong Parity, when enabled) (sticky)
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4 Unknown (zero) (unlike SIO, this isn't RX FIFO Overrun flag)
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5 Unknown (zero) (for SIO this would be RX Bad Stop Bit)
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6 Unknown (zero) (for SIO this would be RX Input Level AFTER Stop bit)
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7 /ACK Input Level (0=High, 1=Low)
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8 Unknown (zero) (for SIO this would be CTS Input Level)
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9 Interrupt Request (0=None, 1=IRQ7) (See JOY_CTRL.Bit4,10-12) (sticky)
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10 Unknown (always zero)
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11-31 Baudrate Timer (21bit timer, decrementing at 33MHz)
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```
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#### 1F801048h JOY\_MODE (R/W) (usually 000Dh, ie. 8bit, no parity, MUL1)
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```
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0-1 Baudrate Reload Factor (1=MUL1, 2=MUL16, 3=MUL64) (or 0=MUL1, too)
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2-3 Character Length (0=5bits, 1=6bits, 2=7bits, 3=8bits)
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4 Parity Enable (0=No, 1=Enable)
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5 Parity Type (0=Even, 1=Odd) (seems to be vice-versa...?)
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6-7 Unknown (always zero)
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8 CLK Output Polarity (0=Normal:High=Idle, 1=Inverse:Low=Idle)
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9-15 Unknown (always zero)
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```
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#### 1F80104Ah JOY\_CTRL (R/W) (usually 1003h,3003h,0000h)
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```
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0 TX Enable (TXEN) (0=Disable, 1=Enable)
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1 /JOYn Output (0=High, 1=Low/Select) (/JOYn as defined in Bit13)
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2 RX Enable (RXEN) (0=Normal, when /JOYn=Low, 1=Force Enable Once)
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3 Unknown? (read/write-able) (for SIO, this would be TX Output Level)
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4 Acknowledge (0=No change, 1=Reset JOY_STAT.Bits 3,9) (W)
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5 Unknown? (read/write-able) (for SIO, this would be RTS Output Level)
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6 Reset (0=No change, 1=Reset most JOY_registers to zero) (W)
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7 Not used (always zero) (unlike SIO, no matter of FACTOR)
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8-9 RX Interrupt Mode (0..3 = IRQ when RX FIFO contains 1,2,4,8 bytes)
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10 TX Interrupt Enable (0=Disable, 1=Enable) ;when JOY_STAT.0-or-2 ;Ready
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11 RX Interrupt Enable (0=Disable, 1=Enable) ;when N bytes in RX FIFO
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12 ACK Interrupt Enable (0=Disable, 1=Enable) ;when JOY_STAT.7 ;/ACK=LOW
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13 Desired Slot Number (0=/JOY1, 1=/JOY2) (set to LOW when Bit1=1)
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14-15 Not used (always zero)
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```
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Caution: After slot selection (via Bits 1,13), one should issue a delay before
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sending the the first data byte: Digital Joypads may work without delay,
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Dualshock and Mouse require at least some small delay, and older Analog Joypads
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require a huge delay (around 500 clock cycles for SCPH-1150), official kernel
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waits more than 2000 cycles (which is much more than needed).<br/>
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#### 1F80104Eh JOY\_BAUD (R/W) (usually 0088h, ie. circa 250kHz, when Factor=MUL1)
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```
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0-15 Baudrate Reload value for decrementing Baudrate Timer
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```
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Timer reload occurs when writing to this register, and, automatically when the
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Baudrate Timer reaches zero. Upon reload, the 16bit Reload value is multiplied
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by the Baudrate Factor (see 1F801048h.Bit0-1), divided by 2, and then copied to
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the 21bit Baudrate Timer (1F801044h.Bit11-31). The 21bit timer decreases at
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33MHz, and, it ellapses twice per bit (once for CLK=LOW and once for CLK=HIGH).<br/>
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```
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BitsPerSecond = (44100Hz*300h) / MIN(((Reload*Factor) AND NOT 1),1)
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```
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The default BAUD value is 0088h (equivalent to 44h cpu cycles), and default
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factor is MUL1, so CLK pulses are 44h cpu cycles LOW, and 44h cpu cycles HIGH,
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giving it a transfer rate of circa 250kHz per bit (33MHz divided by 88h
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cycles).<br/>
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Note: The Baudrate Timer is always running; even if there's no transfer in
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progress.<br/>
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#### /IRQ7 (/ACK) Controller and Memory Card - Byte Received Interrupt
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Gets set after receiving a data byte - that only if an /ACK has been received
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from the peripheral (ie. there will be no IRQ if the peripheral fails to send
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an /ACK, or if there's no peripheral connected at all).<br/>
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```
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Actually, /IRQ7 means "more-data-request",
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accordingly, it does NOT get triggered after receiving the LAST byte.
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```
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I\_STAT.7 is edge triggered (that means it can be acknowledge before or after
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acknowledging JOY\_STAT.9). However, JOY\_STAT.9 is NOT edge triggered (that
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means it CANNOT be acknowledged while the external /IRQ input is still low; ie.
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one must first wait until JOY\_STAT.7=0, and then set JOY\_CTRL.4=1) (this is
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apparently a hardware glitch; note: the LOW duration is circa 100 clock
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cycles).<br/>
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#### /IRQ10 (/IRQ) Controller - Lightpen Interrupt
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Pin8 on Controller Port. Routed directly to the Interrupt Controller (at
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1F80107xh). There are no status/enable bits in the JOY\_registers (at
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1F80104xh).<br/>
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#### RX FIFO / TX FIFO Notes
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The JOY registers can hold up to 8 bytes in RX direction, and almost 2 bytes in
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TX direction (just like the SIO registers, see there for details), however,
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normally only 1 byte should be in the RX/TX registers (one shouldn't send a 2nd
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byte until /ACK is sensed, and, since the transfer CLK is dictated by the CPU,
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the amount of incoming data cannot exceed 1 byte; provided that one reads
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received response byte after each transfer).<br/>
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Unlike SIO, the JOY status register doesn't have a RX FIFO Overrun flag.<br/>
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#### General Notes
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RXEN should be usually zero (the hardware automatically enables receive when
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/JOYn is low). When RXEN is set, the next transfer causes data to be stored in
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RX FIFO even when /JOYn is high; the hardware automatically clears RXEN after
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the transfer.<br/>
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For existing joypads and memory cards, data should be always transferred as
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8bit no parity (although the JOY registers do support parity just like SIO
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registers).<br/>
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#### Plugging and Unplugging Cautions
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During plugging and unplugging, the Serial Data line may be dragged LOW for a
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moment; this may also affect other connected devices because the same Data line
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is shared for all controllers and memory cards (for example, connecting a
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joypad in slot 1 may corrupt memory card accesses in slot 2).<br/>
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Moreover, the Sony Mouse does power-up with /ACK=LOW, and stays stuck in that
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state until it is accessed at least once (by at least sending one 01h byte to
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its controller port); this will also affect other devices (as a workaround one
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should always access BOTH controller ports; even if a game uses only one
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controller, and, code that waits for /ACK=HIGH should use timeouts).<br/>
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#### Emulation Note
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After sending a byte, the Kernel waits 100 cycles or so, and does THEN
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acknowledge any old IRQ7, and does then wait for the new IRQ7. Due to that
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bizarre coding, emulators can't trigger IRQ7 immediately within 0 cycles after
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sending the byte.<br/>
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## Controller and Memory Card Misc
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#### BIOS Functions
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Controllers can be probably accessed via InitPad and StartPad functions,<br/>
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[BIOS Joypad Functions](kernelbios.md#bios-joypad-functions)<br/>
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Memory cards can be accessed by the filesystem (with device names "bu00:"
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(slot1) and "bu10:" (slot2) or so). Before using that device names, it seems to
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be required to call InitCard, StartCard, and \_bu\_init (?).<br/>
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#### Connectors
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The PlayStation has four connectors (two controllers, two memory cards),<br/>
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```
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Memory Card 1 Memory Card 2
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Controller 1 Controller 2
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```
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The controller ports have 9 pins, the memory cards only 8 pins. However, there
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are only 10 different pins in total.<br/>
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```
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JOYDAT,JOYCMD,JOYCLK Data in/out/clock
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+7.5V,+3.5V,GND Supply
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/JOY1,/JOY2 Selects controller/memorycard 1, or controller/memorycard 2
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/ACK Indicates that the device is ready to send more data (IRQ7)
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/IRQ10 Lightgun (controllers only, not memory card) (IRQ10)
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```
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Most of these pins are shared for all 4 connectors (eg. a CLK signal meant to
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be sent to one device will also arrive at the other 3 devices).<br/>
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The /JOYn signals are selecting BOTH the corresponding controller, and the
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corresponding memory card (whether it is a controller access or memory card
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access depends on the first byte transferred via the CMD line; this byte should
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be 01h=Controller, or 81h=Memory Card; or, a special case would be 21h=Yaroze
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Access Card).<br/>
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#### Data In/Out
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The data is transferred in units of bytes, via separate input and output lines.
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So, when sending byte, the hardware does simultaneously receive a response
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byte.<br/>
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One exception is the first command byte (which selects either the controller,
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or the memory card) until that byte has been sent, neither the controller nor
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memory card are selected (and so the first "response" byte should be ignored;
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probably containing more or less stable high-z levels).<br/>
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The other exception is, when you have send all command bytes, and still want to
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receive further data, then you'll need to send dummy command bytes (should be
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usually 00h) to receive the response bytes.<br/>
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## Controller and Memory Card Signals
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#### Overview
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```
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____ _____
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/SEL |____________________________________________________________|
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______ ____ ____ ____ ____ _________
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CLK |||||||| |||||||| |||||||| |||||||| ||||||||
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_______________________________________________________________________
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CMD X 01h XXXX 42h XXXX 00h XXXX 00h XXXX 00h XXXX
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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_____________________________________________________________
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DAT -----XXXXXXXXXXXXX ID XXXX 5Ah XXXX key1 XXXX key2 XXXX-----
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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/ACK ---------------|_|---------|_|---------|_|---------|_|-----------------
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```
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#### Top command. First comminucation(device check)
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```
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____
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/SEL |__________________________________________________________________
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______ _ _ _ _ _ _ _ __________________ _ _ _ _
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CLK |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
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__________ ___
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CMD |________________________________________________| |_______
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____
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DAT -----XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX |___________
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/ACK ----------------------------------------------|___|--------------------
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```
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X = none, - = Hi-Z<br/>
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\* 0x81 is memory-card, 0x01 is standard-pad at top command.<br/>
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\* serial data transfer is LSB-First format.<br/>
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\* data is down edged output, PSX is read at up edge in shift clock.<br/>
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\* PSX expects No-connection if not returned Acknowledge less than 100 usec.<br/>
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\* clock pulse is 250KHz.<br/>
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\* no need Acknowledge at last data.<br/>
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\* Acknowledge signal width is more than 2 usec.<br/>
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\* time is 16msec between SEL from previous SEL.<br/>
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\* SEL- for memory card in PAD access.<br/>
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## Controller and Memory Card Multitap Adaptor
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#### SCPH-1070 (Multitap)
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The Multitap is an external adaptor that allows to connect 4 controllers, and 4
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memory cards to one controller port. When using two adaptors (one on each
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slot), up to 8 controllers and 8 memory cards can be used.<br/>
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#### Multitap Controller Access
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Normally joypad reading is done by sending this bytes to the pad:<br/>
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```
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01 42 00 00 .. ;normal read
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```
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And with the multitap, there are even two different ways how to access extra
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pads:<br/>
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```
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01 42 01 00 .. ;method 1: receive special ID and data from ALL four pads
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0n 42 00 00 .. ;method 2: receive data from pad number "n" (1..4)
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```
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The first method seems to be the more commonly used one (and its special ID is
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also good for detecting the multitap); see below for details.<br/>
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The second method works more like "normal" reads, among other it's allowing to
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transfer more than 4 halfwords per slot (unknown if any existing games are
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using that feature).<br/>
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The IRQ10 signal (for Konami Lightguns) is simply wired to all four slots via
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small resistors (without special logic for activating/deactivating the IRQ on
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certain slots).<br/>
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#### Multitap Controller Access, Method 1 Details
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Below LONG response is activated by sending "01h" as third command byte;
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observe that sending that byte does NOT affect the current response. Instead,
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it does request that the NEXT command shall return special data, as so:<br/>
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```
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Halfword 0 --> Controller ID for MultiTap (5A80h=Multitap)
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Halfword 1..4 --> Player A (Controller ID, Buttons, Analog Inputs, if any)
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Halfword 5..8 --> Player B (Controller ID, Buttons, Analog Inputs, if any)
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Halfword 9..12 --> Player C (Controller ID, Buttons, Analog Inputs, if any)
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Halfword 13..16 --> Player D (Controller ID, Buttons, Analog Inputs, if any)
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```
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With this method, the Multitap is always sending 4 halfwords per slot (padded
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with FFFFh values for devices like Digital Joypads and Mice; which do use less
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than 4 halfwords); for empty slots it's padding all 4 halfwords with FFFFh.<br/>
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Sending the request is possible ONLY if there is a controller in Slot A (if
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controller Slot A is empty then the Slot A access aborts after the FIRST byte,
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and it's thus impossible to send the request in the THIRD byte).<br/>
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Sending the request works on access to Slot A, trying to send another request
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during the LONG response is glitchy (for whatever strange reason); one must
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thus REPEATEDLY do TWO accesses: one dummy Slot A access (with the request),
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followed by the long Slot A+B+C+D access.<br/>
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```
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Previous access had REQ=0 and returned Slot A data ---> returns Slot A data
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Previous access had REQ=0 and returned Slot A-D data -> returns Slot A data
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Previous access had REQ=1 and returned Slot A data ---> returns Slot A-D data
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Previous access had REQ=1 and returned Slot A-D data -> returns garbage
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Previous access had REQ=1 and returned garbage -------> returns Slot A-D data
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```
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In practice:<br/>
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Toggling REQ on/off after each command: Returns responses toggling between
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normal Slot A data and long Slot A+B+C+D data.<br/>
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Sending REQ=1 in ALL commands: Returns responses toggling between Garbage and
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long Slot A+B+C+D data.<br/>
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Both of the above is working (one needs only the Slot A+B+C+D part, and it
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doesn't matter if the other part is Slot A, or Garbage; as long as the software
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is able/aware of ignoring the Garbage). Garbage response means that the
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multitap returns ONLY four bytes, like so: Hiz,80h,5Ah,LSB (ie. the leading
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HighZ byte, the 5A80h Multitap ID, and the LSB of the Slot A controller ID),
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and aborts transfer after that four bytes.<br/>
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#### Multitap Memory Card Access
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Normally memory card access is done by sending this bytes to the card:<br/>
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```
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80 xx .. .. ;normal access
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```
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And with the multitap, memory cards can be accessed as so:<br/>
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```
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8n xx .. .. ;access memory card in slot "n" (1..4)
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```
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That's the way how its done in Silent Hill. Although for the best of confusion,
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it doesn't actually work in that game (probably the developer has just linked
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in the multitap library, without actually supporting the multitap at higher
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program levels).<br/>
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#### Multitap Games
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```
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Bomberman World
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Breakout: Off the Wall Fun
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Circuit Breakers
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Crash Team Racing
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FIFA series soccer games
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Frogger
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Gauntlet: Dark Legacy
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Hot Shots Golf 2 & 3
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NBA Live (any year) (up to 8 players with two multitaps)
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Need For Speed 3
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Need For Speed 5
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Poy Poy (4 players hitting each other with rocks and trees)
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Running Wild
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```
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#### Multitap Versions
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```
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.------.
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SCPH-1070 | | SCPH-111
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(gray case) | | (white case)
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(for PSX) | D | (for PSone)
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| | .----------------.
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cable | | cable .' D C '.
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''--.. | C | '''--..__| |
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\| | | |
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.----------------' | '. A B .'
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| | '----------------'
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| |
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| A B /
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'---------------------'
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```
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The cable connects to one of the PSX controller ports (which also carries the
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memory card signals). The PSX memory card port is left unused (and is blocked
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by a small edge on the Multitap's plug).<br/>
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#### MultiTap Parsed Controller IDs
|
|
Halfword 0 is parsed (by the BIOS) as usually, ie. the LSB is moved to MSB, and
|
|
LSB is replaced by status byte (so ID 5A80h becomes 8000h=Multitap/okay, or
|
|
xxFFh=bad). Halfwords 1,5,9,13 are NOT parsed (neither by the BIOS nor by the
|
|
Multitap hardware), however, some info in the internet is hinting that Sony's
|
|
libraries might be parsing these IDs too (so for example 5A41h would become
|
|
4100h=DigitalPad/okay, or xxFFh=bad).<br/>
|
|
|
|
#### Power Supply
|
|
The Multitap is powered by the PSX controller port. Unknown if there are any
|
|
power supply restrictions (up to eight controllers and eight cards may scratch
|
|
some limits, especially when doing things like activating rumble on all
|
|
joypads). However, the Multitap hardware itself doesn't do much on supply
|
|
restrictions (+3.5V is passed through something; maybe some fuse, loop, or 1
|
|
ohm resistor or so) (and +7.5V is passed without any restrictions).<br/>
|
|
|
|
#### See also
|
|
[Pinouts - Component List and Chipset Pin-Outs for Multitap, SCPH-1070](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-multitap-scph-1070)<br/>
|
|
|
|
|
|
|
|
## Controllers - Communication Sequence
|
|
#### Controller Communication Sequence
|
|
```
|
|
Send Reply Comment
|
|
01h Hi-Z Controller Access (unlike 81h=Memory Card access), dummy response
|
|
42h idlo Receive ID bit0..7 (variable) and Send Read Command (ASCII "B")
|
|
TAP idhi Receive ID bit8..15 (usually/always 5Ah)
|
|
MOT swlo Receive Digital Switches bit0..7
|
|
MOT swhi Receive Digital Switches bit8..15
|
|
--- transfer stops here for digital pad (or analog pad in digital mode) ---
|
|
00h adc0 Receive Analog Input 0 (if any) (eg. analog joypad or mouse)
|
|
00h adc1 Receive Analog Input 1 (if any) (eg. analog joypad or mouse)
|
|
--- transfer stops here for analog mouse ----------------------------------
|
|
00h adc2 Receive Analog Input 2 (if any) (eg. analog joypad)
|
|
00h adc3 Receive Analog Input 3 (if any) (eg. analog joypad)
|
|
--- transfer stops here for analog pad (in analog mode) -------------------
|
|
--- transfer stops here for nonstandard devices (steering/twist/paddle) ---
|
|
```
|
|
The TAP byte should be usually zero, unless one wants to activate Multitap
|
|
(multi-player mode), for details, see<br/>
|
|
[Controller and Memory Card Multitap Adaptor](controllersandmemorycards.md#controller-and-memory-card-multitap-adaptor)<br/>
|
|
The two MOT bytes are meant to control the rumble motors (for normal non-rumble
|
|
controllers, that bytes should be 00h), however, the MOT bytes have no effect
|
|
unless rumble is enabled via config commands, for details, see<br/>
|
|
[Controllers - Rumble Configuration](controllersandmemorycards.md#controllers-rumble-configuration)<br/>
|
|
|
|
#### Controller ID (Halfword Number 0)
|
|
```
|
|
0-3 Number of following halfwords (01h..0Fh=1..15, or 00h=16 halfwords)
|
|
4-7 Controller Type (or currently selected Controller Mode)
|
|
8-15 Fixed (5Ah)
|
|
```
|
|
Known 16bit ID values are:<br/>
|
|
```
|
|
xx00h=N/A (initial buffer value from InitPad BIOS function)
|
|
5A12h=Mouse (two button mouse)
|
|
5A23h=NegCon (steering twist/wheel/paddle)
|
|
5A31h=Konami Lightgun (IRQ10-type)
|
|
5A41h=Digital Pad (or analog pad/stick in digital mode; LED=Off)
|
|
5A53h=Analog Stick (or analog pad in "flight mode"; LED=Green)
|
|
5A63h=Namco Lightgun (Cinch-type)
|
|
5A73h=Analog Pad (in normal analog mode; LED=Red)
|
|
5A80h=Multitap (multiplayer adaptor) (when activated)
|
|
5AE3h=Jogcon (steering dial)
|
|
5AF3h=Config Mode (when in config mode; see rumble command 43h)
|
|
FFFFh=High-Z (no controller connected, pins floating High-Z)
|
|
```
|
|
|
|
|
|
|
|
## Controllers - Standard Digital/Analog Controllers
|
|
```
|
|
___ ___ ___ ___
|
|
__/_L_\__ Analog Pad __/_R_\__ __/_L_\__ Digital Pad __/_R_\__
|
|
/ _ \--------------/ \ / _ \--------------/ \
|
|
| _| |_ | | /\ | | _| |_ | | /\ |
|
|
| |_ X _| |SEL STA| [] () | | |_ X _| | | [] () |
|
|
| |_| ___ ANALOG ___ >< | | |_| | SEL STA | >< |
|
|
|\______ / L \ LED / R \ ______/| |\_________/--------------\_________/|
|
|
| | Joy |--------| Joy | | | | | |
|
|
| / \___/ \___/ \ | | / \ |
|
|
\____/ \____/ \____/ \____/
|
|
```
|
|
|
|
#### Standard Controllers
|
|
```
|
|
__Halfword 0 (Controller Info)_______________________________________________
|
|
0-15 Controller Info (5A41h=digital, 5A73h=analog/pad, 5A53h=analog/stick)
|
|
__Halfword 1 (Digital Switches)______________________________________________
|
|
0 Select Button (0=Pressed, 1=Released)
|
|
1 L3/Joy-button (0=Pressed, 1=Released/None/Disabled) ;analog mode only
|
|
2 R3/Joy-button (0=Pressed, 1=Released/None/Disabled) ;analog mode only
|
|
3 Start Button (0=Pressed, 1=Released)
|
|
4 Joypad Up (0=Pressed, 1=Released)
|
|
5 Joypad Right (0=Pressed, 1=Released)
|
|
6 Joypad Down (0=Pressed, 1=Released)
|
|
7 Joypad Left (0=Pressed, 1=Released)
|
|
8 L2 Button (0=Pressed, 1=Released) (Lower-left shoulder)
|
|
9 R2 Button (0=Pressed, 1=Released) (Lower-right shoulder)
|
|
10 L1 Button (0=Pressed, 1=Released) (Upper-left shoulder)
|
|
11 R1 Button (0=Pressed, 1=Released) (Upper-right shoulder)
|
|
12 /\ Button (0=Pressed, 1=Released) (Triangle, upper button)
|
|
13 () Button (0=Pressed, 1=Released) (Circle, right button)
|
|
14 >< Button (0=Pressed, 1=Released) (Cross, lower button)
|
|
15 [] Button (0=Pressed, 1=Released) (Square, left button)
|
|
__Halfword 2 (Right joystick) (analog pad/stick in analog mode only)_________
|
|
0-7 adc0 RightJoyX (00h=Left, 80h=Center, FFh=Right)
|
|
8-15 adc1 RightJoyY (00h=Up, 80h=Center, FFh=Down)
|
|
__Halfword 3 (Left joystick) (analog pad/stick in analog mode only)__________
|
|
0-7 adc2 LeftJoyX (00h=Left, 80h=Center, FFh=Right)
|
|
8-15 adc3 LeftJoyY (00h=Up, 80h=Center, FFh=Down)
|
|
```
|
|
|
|
#### Analog Mode Note
|
|
On power-up, the controllers are in digital mode (with analog inputs disabled).
|
|
Analog mode can be (de-)activated manually by pushing the Analog button.
|
|
Alternately, analog mode can be (de-)activated by software via rumble
|
|
configuration commands (though that's supported only on newer pads; those with
|
|
two rumble motors).<br/>
|
|
The analog sticks are mechanically restricted to a "circular field of motion"
|
|
(most joypads can reach "min/max" values only in "straight" horizontal or
|
|
vertical directions, but not in "diagonal" directions).<br/>
|
|
|
|
#### Analog Joypad Range
|
|
```
|
|
...''''''''''...
|
|
____ .''________________''._____ ___ 00h
|
|
| .'' ''. |
|
|
|.' '.| ___ 10h
|
|
.' '.
|
|
:| |:
|
|
: | | : ___ 60h
|
|
.' | .''''''. | '.
|
|
: | .' '. | :
|
|
: | : : | : ___ 80h
|
|
: | : : | :
|
|
: | '. .' | :
|
|
'. | '......' | .' ___ A0h
|
|
: | | :
|
|
:| |:
|
|
'. .' ___ F0h
|
|
|'. .'|
|
|
|__'..______________________..'__| ___ FFh
|
|
. '.. ..' .
|
|
00h '''..........''' FFh
|
|
```
|
|
|
|
```
|
|
Big Circle --> Mechanically possible field of motion
|
|
Square Area --> Digitally visible 8bit field of motion
|
|
Small Circle --> Resting position when releasing the joystick
|
|
```
|
|
Example min/center/max values for three different pads:<br/>
|
|
```
|
|
SCPH-1150 Min=(00,00), Mid: (72..90,79..AC), Max=(FF,FF) at 25'C
|
|
SCPH-1200 Min=(0E,0E), Mid: (6C..8A,75..79), Max=(ED,ED) at 16'C
|
|
SCPH-110 Min=(11,11), Mid: (8A..9F,70..96), Max=(FD,FD) at 16'C
|
|
```
|
|
Values may vary for other pads and/or different temperatures.<br/>
|
|
|
|
#### Dual Analog Pad in LED=Green Mode
|
|
Basically same as normal analog LED=Red mode, with following differences:<br/>
|
|
```
|
|
ID is 5A53h (identifying itself as analog stick) (rather than analog pad)
|
|
Left/right joy-buttons disabled (as for real analog stick, bits are always 1)
|
|
Some buttons are re-arranged: bit9=L1 bit10=[] bit11=/\ bit12=R1 bit15=R2
|
|
```
|
|
Concerning the button names, the real analog-stick does NOT have re-arranged
|
|
buttons (eg. it's L1 button is in bit10), however, concerning the button
|
|
locations, the analog stick's buttons are arranged completely differently as on
|
|
analog pads (so it might be rather uncomfortable to play analog stick games on
|
|
analog pads in LED=Red mode; the LED=Green mode is intended to solve that
|
|
problem).<br/>
|
|
Might be useful for a few analog-stick games like MechWarrior 2, Ace Combat 2,
|
|
Descent Maximum, and Colony Wars. In most other cases the feature is rather
|
|
confusing (that's probably why the LED=Green mode wasn't implemented on the
|
|
Dual Shock).<br/>
|
|
|
|
#### See also
|
|
[Pinouts - Component List and Chipset Pin-Outs for Digital Joypad, SCPH-1080](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-digital-joypad-scph-1080)<br/>
|
|
[Pinouts - Component List and Chipset Pin-Outs for Analog Joypad, SCPH-1150](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-analog-joypad-scph-1150)<br/>
|
|
[Pinouts - Component List and Chipset Pin-Outs for Analog Joypad, SCPH-1200](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-analog-joypad-scph-1200)<br/>
|
|
[Pinouts - Component List and Chipset Pin-Outs for Analog Joypad, SCPH-110](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-analog-joypad-scph-110)<br/>
|
|
|
|
|
|
|
|
## Controllers - Mouse
|
|
#### Sony Mouse Controller
|
|
```
|
|
__Halfword 0 (Controller Info)________________
|
|
0-15 Controller Info (5A12h=Mouse)
|
|
__Halfword 1 (Mouse Buttons)__________________
|
|
0-7 Not used (All bits always 1)
|
|
8-9 Unknown (Seems to be always 0) (maybe SNES-style sensitivity?)
|
|
10 Right Button (0=Pressed, 1=Released)
|
|
11 Left Button (0=Pressed, 1=Released)
|
|
12-15 Not used (All bits always 1)
|
|
__Halfword 2 (Mouse Motion Sensors)___________
|
|
0-7 Horizontal Motion (-80h..+7Fh = Left..Right) (00h=No motion)
|
|
8-15 Vertical Motion (-80h..+7Fh = Up..Down) (00h=No motion)
|
|
```
|
|
|
|
#### Sony Mouse Hardware Bug on Power-On
|
|
On Power-on (or when newly connecting it), the Sony mouse does draw /ACK to LOW
|
|
on power-on, and does then hold /ACK stuck in the LOW position.<br/>
|
|
For reference: Normal controllers and memory cards set /ACK=LOW only for around
|
|
100 clk cycles, and only after having received a byte from the console.<br/>
|
|
The /ACK pin is shared for both controllers and both memory cards, so the stuck
|
|
/ACK is also "blocking" all other connected controllers/cards. To release the
|
|
stuck /ACK signal: Send a command (at least one 01h byte) to both controller
|
|
slots.<br/>
|
|
|
|
#### Sony Mouse Compatible Games
|
|
```
|
|
3D Lemmings
|
|
Alien Resurrection
|
|
Area 51
|
|
Ark of Time
|
|
Atari Anniversary Edition
|
|
Atlantis: The Lost Tales
|
|
Breakout: Off the Wall Fun
|
|
Broken Sword: The Shadow of the Templars
|
|
Broken Sword II: The Smoking Mirror
|
|
Clock Tower: The First Fear
|
|
Clock Tower II: The Struggle Within
|
|
Command & Conquer: Red Alert
|
|
Command & Conquer: Red Alert - Retaliation
|
|
Constructor (Europe)
|
|
Die Hard Trilogy
|
|
Die Hard Trilogy 2: Viva Las Vegas
|
|
Discworld
|
|
Discworld II: Missing Presumed...!?
|
|
Discworld Noir
|
|
Dune 2000
|
|
Final Doom
|
|
Galaxian 3
|
|
Ghoul Panic
|
|
Klaymen Klaymen: Neverhood no Nazon (Japan)
|
|
Lemmings and Oh No! More Lemmings
|
|
Monopoly
|
|
Music 2000
|
|
Myst
|
|
Neorude (Japan)
|
|
Perfect Assassin
|
|
Policenauts (Japan)
|
|
Puchi Carat
|
|
Quake II
|
|
Railroad Tycoon II
|
|
Rescue Shot
|
|
Risk
|
|
Riven: The Sequel to Myst
|
|
RPG Maker
|
|
Sentinel Returns
|
|
SimCity 2000
|
|
Syndicate Wars
|
|
Tempest 2000 (Tempest X3)
|
|
Theme Aquarium (Japan)
|
|
Transport Tycoon
|
|
Warhammer: Dark Omen
|
|
Warzone 2100
|
|
X-COM: Enemy Unknown
|
|
X-COM: Terror from the Deep
|
|
Z
|
|
```
|
|
Note: There are probably many more mouse compatible games.<br/>
|
|
Plus: Dracula - The Resurrection<br/>
|
|
|
|
#### Sony Mouse Component List
|
|
PCB "TD-T41V/\, MITSUMI"<br/>
|
|
Component Side:<br/>
|
|
```
|
|
1x 3pin 4.00MHz "[M]4000A, 85 2"
|
|
2x 2pin button (left/right)
|
|
1x 8pin connector (to cable with shield and 7 wires)
|
|
1x 3pin "811, T994I"
|
|
2x 3pin photo transistor (black) ;\or so, no idea which one is
|
|
2x 2pin photo diode (transparent) ;/sender and which is sensor
|
|
1x 2pin electrolyt capacitor 16V, 10uF
|
|
```
|
|
Solder/SMD Side:<br/>
|
|
```
|
|
1x 32pin "(M), SC442116, FB G22K, JSAA815B"
|
|
1x 14pin "BA10339F, 817 L67" (Quad Comparator)
|
|
2x 3pin "LC" (amplifier for photo diodes)
|
|
1x 3pin "24-" (looks like a dual-diode or so)
|
|
plus many SMD resistors/capacitors
|
|
```
|
|
Cable:<br/>
|
|
```
|
|
PSX.Controller.Pin1 JOYDAT ---- brown -- Mouse.Pin4
|
|
PSX.Controller.Pin2 JOYCMD ---- red -- Mouse.Pin3
|
|
PSX.Controller.Pin3 +7.5V ---- N/A
|
|
PSX.Controller.Pin4 GND ---- orange -- Mouse.Pin7 GND (G)
|
|
PSX.Controller.Pin5 +3.5V ---- yellow -- Mouse.Pin1
|
|
PSX.Controller.Pin6 /JOYn ---- green -- Mouse.Pin5
|
|
PSX.Controller.Pin7 JOYCLK ---- blue -- Mouse.Pin2
|
|
PSX.Controller.Pin8 /IRQ10 ---- N/A
|
|
PSX.Controller.Pin9 /ACK ---- purple -- Mouse.Pin6
|
|
PSX.Controller.Shield --------- shield -- Mouse.Pin8 GND (SHIELD)
|
|
```
|
|
|
|
#### RS232 Mice
|
|
Below is some info on RS232 serial mice. That info isn't directly PSX related
|
|
as the PSX normally doesn't support those mice.<br/>
|
|
With some efforts, one can upgrade the PSX SIO port to support RS232 voltages,
|
|
and with such a modded console one could use RS232 mice (in case one wants to
|
|
do that).<br/>
|
|
The nocash PSX bios can map a RS232 mouse to a spare controller slot (thereby
|
|
simulating a Sony mouse), that trick may work with various PSX games.<br/>
|
|
|
|
#### Standard Serial Mouse
|
|
A serial mouse should be read at 1200 bauds, 7 data bits, no parity, 1 stop bit
|
|
(7N1) with DTR and RTS on. For best compatibility, the mouse should output 2
|
|
stop bits (so it could be alternately also read as 7N2 or 8N1). When the mouse
|
|
gets moved, or when a button gets pressed/released, the mouse sends 3 or 4
|
|
characters:<br/>
|
|
```
|
|
__First Character____________________
|
|
6 First Character Flag (1)
|
|
5 Left Button (1=Pressed)
|
|
4 Right Button (1=Pressed)
|
|
2-3 Upper 2bit of Vertical Motion
|
|
0-1 Upper 2bit of Horizontal Motion
|
|
__Second Character___________________
|
|
6 Non-first Character Flag (0)
|
|
5-0 Lower 6bit of Horizontal Motion
|
|
__Third Character____________________
|
|
6 Non-first Character Flag (0)
|
|
5-0 Lower 6bit of Vertical Motion
|
|
__Fourth Character (if any)__________
|
|
6 Non-first Character Flag (0)
|
|
5 Middle Button (1=Pressed)
|
|
4 Unused ???
|
|
3-0 Wheel ???
|
|
```
|
|
Additionally, the mouse outputs a detection character (when switching RTS (or
|
|
DTR?) off and on:<br/>
|
|
```
|
|
"M" = Two-Button Mouse (aka "Microsoft" mouse)
|
|
"3" = Three-Button Mouse (aka "Logitech" mouse)
|
|
"Z" = Mouse-Wheel
|
|
```
|
|
Normally, the detection response consist of a single character (usually "M"),
|
|
though some mice have the "M" followed by 11 additional characters of garbage
|
|
or version information (these extra characters have bit6=0, so after detection,
|
|
one should ignore all characters until receiving the first data character with
|
|
bit6=1).<br/>
|
|
|
|
#### Mouse Systems Serial Mouse (rarely used)
|
|
Accessed at 1200 bauds, just like standard serial mouse, but with 8N1 instead
|
|
7N1, and with different data bytes.<br/>
|
|
```
|
|
__First Byte_________________________
|
|
7-3 First Byte Code (10000b)
|
|
2 Left? Button (0=Pressed)
|
|
1 Middle? Button (0=Pressed)
|
|
0 Right? Button (0=Pressed)
|
|
__Second Byte________________________
|
|
7-0 Horizontal Motion (X1)
|
|
__Third Byte_________________________
|
|
7-0 Vertical Motion (Y1)
|
|
__Fourth Byte________________________
|
|
7-0 Horizontal Motion (X2)
|
|
__Fifth Byte_________________________
|
|
7-0 Vertical Motion (Y2)
|
|
```
|
|
The strange duplicated 8bit motion values are usually simply added together,
|
|
ie. X=X1+X2 and Y=Y1+Y2, producing 9bit motion values.<br/>
|
|
|
|
#### Notes
|
|
The Sony Mouse connects directly to the PSX controller port. Alternately serial
|
|
RS232 mice can be connected to the SIO port (with voltage conversion adaptor)
|
|
(most or all commercial games don't support SIO mice, nor does the original
|
|
BIOS do so, however, the nocash BIOS maps SIO mice to unused controller slots,
|
|
so they can be used even with commercial games; if the game uses BIOS functions
|
|
to read controller data).<br/>
|
|
Serial Mice (and maybe also the Sony mouse) do return raw mickeys, so effects
|
|
like double speed threshold must (should) be implemented by software. Mice are
|
|
rather rarely used by PSX games. The game "Perfect Assassin" includes
|
|
ultra-crude mouse support, apparently without threshold, and without properly
|
|
matching the cursor range to the screen resolution.<br/>
|
|
|
|
|
|
|
|
## Controllers - Racing Controllers
|
|
#### neGcon Racing Controller (Twist) (NPC-101/SLPH-00001/SLEH-0003)
|
|
```
|
|
__Halfword 0 (Controller Info)_______________________________________________
|
|
0-15 Controller Info (5A23h=neGcon)
|
|
__Halfword 1 (Digital Switches)______________________________________________
|
|
0-2 Not used (always 1) (would be Select, L3, R3 on other pads)
|
|
3 Start Button (0=Pressed, 1=Released)
|
|
4 Joypad Up (0=Pressed, 1=Released)
|
|
5 Joypad Right (0=Pressed, 1=Released)
|
|
6 Joypad Down (0=Pressed, 1=Released)
|
|
7 Joypad Left (0=Pressed, 1=Released)
|
|
8-10 Not used (always 1) (would be L2, R2, L1 on other pads)
|
|
11 R Button (0=Pressed, 1=Released) (would be R1 on other pads)
|
|
12 B Button (0=Pressed, 1=Released) (would be /\ on other pads)
|
|
13 A Button (0=Pressed, 1=Released) (would be () on other pads)
|
|
14-15 Not used (always 1) (would be ><, [] on other pads)
|
|
__Halfword 2 (Right joystick) (analog pad/stick in analog mode only)_________
|
|
0-7 Steering Axis (00h=Left, 80h=Center, FFh=Right) (or vice-versa?)
|
|
8-15 Analog I button (00h=Out ... FFh=In) (Out=released, in=pressed?)
|
|
__Halfword 3 (Left joystick) (analog pad/stick in analog mode only)__________
|
|
0-7 Analog II button (00h=Out ... FFh=In) (Out=released, in=pressed?)
|
|
8-15 Analog L button (00h=Out ... FFh=In) (Out=released, in=pressed?)
|
|
```
|
|
The Twist controller works like a paddle or steering wheel, but doesn't have a
|
|
wheel or knob, instead, it can be twisted: To move into one direction (=maybe
|
|
right?), turn its right end away from you (or its left end towards you). For
|
|
the opposite direction (=maybe left?), do it vice-versa.<br/>
|
|
```
|
|
_____ _ _ _____ ____
|
|
|__L__\_______/ || \_______/__R__| / \
|
|
/ _ namco || neGcon \ / \
|
|
| _| |_ || B | | |
|
|
| |_ X _| ....||.... II A | .... Rotation Axis ... | ... \|/
|
|
| |_| || I | |
|
|
| START || | \
|
|
| ________ || ________ | \__\
|
|
| / \_||_/ \ | /
|
|
\____/ \____/
|
|
```
|
|
|
|
#### Namco Volume Controller (a paddle with two buttons) (SLPH-00015)
|
|
This is a cut-down variant of the neGcon, just a featureless small box. It does
|
|
have the same ID value as neGcon (ID=5A23h), but, it excludes most digital, and
|
|
all analog buttons.<br/>
|
|
```
|
|
_______
|
|
| namco | Halfword 1 (digital buttons):
|
|
| | Bit3 Button A (0=Pressed) (aka neGcon Start button)
|
|
| A B | Bit13 Button B (0=Pressed) (aka neGcon A button aka () button)
|
|
| | Other bits (not used, always 1)
|
|
| _ | Halfword 2 and 3 (analog inputs):
|
|
| (_) | Steering Axis (00h..FFh) (as for neGcon)
|
|
|_______| Analog I,II,L button values (not used, always 00h)
|
|
```
|
|
|
|
#### SANKYO N.ASUKA aka Nasca Pachinco Handle (SLPH-00007)
|
|
Another cut-down variant of the neGcon (with ID=5A23h, too). But, this one
|
|
seems to have only one button. Unlike Namco's volume controller it doesn't look
|
|
featureless. It looks pretty much as shown in the ascii-arts image below. Seems
|
|
to be supported by several irem titles. No idea what exactly it is used for,
|
|
it's probably not a sewing machine controller, nor an electronic amboss.<br/>
|
|
```
|
|
____ ____ Halfword 1 (digital buttons):
|
|
| / _ \ Bit12 Button (0=Pressed) (aka neGcon B button aka /\ button)
|
|
|_ / (_) ) Other bits (not used, always 1)
|
|
|_|___ /\ Halfword 2 and 3 (analog inputs):
|
|
____| |_ Steering Axis (00h..FFh) (as for neGcon)
|
|
|__________| Analog I,II,L button values (not used, always 00h)
|
|
```
|
|
|
|
#### Mad Catz Steering Wheel (SLEH-0006)
|
|
A neGcon compatible controller. The Twist-feature has been replaced by a
|
|
steering wheel (can be turned by 270 degrees), and the analog I and II buttons
|
|
by foot pedals. The analog L button has been replaced by a digital button (ie.
|
|
in neGcon mode, the last byte of the controller data can be only either 00h or
|
|
FFh). When not using the pedals, the I/II buttons on the wheel can be used
|
|
(like L button, they aren't analog though).<br/>
|
|
```
|
|
__________________________
|
|
/ ____________________ \ Stick
|
|
/ / \ \ ___ Brakes Gas
|
|
/ ( ) \ ( ) II I
|
|
/ I \ / A \ \ / ___ ___
|
|
/ /\ II \____________MODE__/ B /\ \ | | | | |
|
|
| | \ L _ R / | | | |!!!|_|!!!|___
|
|
| | ) _| |_ MadCatz ( | |_|_ /|!!!| |!!!| /
|
|
| | | |_ X _| | | | | | / |___| |___| /
|
|
| | | |_| | | | / / =========== /
|
|
| | \ SEL STA / | | / / =========== /
|
|
\ \__/ ______________________ \__/ / / /_____________/
|
|
\____/ \____/_/
|
|
|___________________________|
|
|
```
|
|
|
|
Unlike the neGon, the controller has Select, \>\< and [] buttons, and a
|
|
second set of L/R buttons (at the rear-side of the wheel) (no idea if L1/R1 or
|
|
L2/R2 are at front?). Aside from the neGcon mode, the controller can be also
|
|
switched to Digital mode (see below for button chart).<br/>
|
|
|
|
#### MadCatz Dual Force Racing Wheel
|
|
Same as above, but with a new Analog mode (additionally to Digital and neGcon
|
|
modes). The new mode is for racing games that support only Analog Joypads
|
|
(instead of neGcon). Additionally it supports vibration feedback.<br/>
|
|
|
|
#### MadCatz MC2 Vibration compatible Racing Wheel and Pedals
|
|
Same as above, but with a redesigned wheel with rearranged buttons, the digital
|
|
pad moved to the center of the wheel, the L/R buttons at the rear-side of the
|
|
wheel have been replaced by 2-way butterfly buttons ("pull towards user" acts
|
|
as normal, the new "push away from user" function acts as L3/R3).<br/>
|
|
```
|
|
____________________
|
|
/ ________________ \ ___ Stick Brakes Gas
|
|
/ / MC2 \ \ ( ) ___ ___
|
|
/ /__________________\ \ \ / | | | |
|
|
| A () _|_ I >< | | |!!!|_|!!!|___
|
|
| B /\ _ | _ II [] | | /|!!!| |!!!| /
|
|
___| L2 / \ STA / \ R2 |_|_ / |___| |___| /
|
|
/ \ / | SEL | \ / \ / =========== /
|
|
/ ____\ |___| |___| /____ \ / =========== /
|
|
/__/ \____________________/ \__\ /_____________/
|
|
```
|
|
|
|
#### MadCatz Button Chart
|
|
```
|
|
Mode Buttons...................... Gas Brake Stick Wheel
|
|
Digital >< [] () /\ L1 R1 L2 R2 L1 R1 >< () L1/R1 lt/rt
|
|
Analog >< [] () /\ L1 R1 L2 R2 L3 R3 UP DN L1/R1 LT/RT
|
|
Negcon I II A B L R L R L R I II up/dn Twist
|
|
```
|
|
Whereas, lt/rt/up/dn=Digital Pad, UP/DN=Left Analog Pad Up/Down, LT/RT=Right
|
|
Analog Pad Left/Right. Analog mode is supported only by the Dual Force and MC2
|
|
versions, L3/R3 only by the MC2 version.<br/>
|
|
|
|
#### Namco Jogcon (NPC-105/SLEH-0020/SLPH-00126/SLUH-00059)
|
|
```
|
|
__Halfword 0 (Controller Info)___________________
|
|
0-15 Controller Info (5AE3h=Jogcon in Jogcon mode) (ie. not Digital mode)
|
|
halfword1: buttons: same as digital pad
|
|
halfword2:
|
|
0 unknown (uh, this isn't LSB of rotation?)
|
|
1-15 dial rotation (signed offset since last read?) (or absolute position?)
|
|
halfword3:
|
|
0 flag: dial was turned left (0=no, 1=yes)
|
|
1 flag: dial was turned right (0=no, 1=yes)
|
|
2-15 unknown
|
|
```
|
|
Rotations of the dial are recognized by an optical sensor (so, unlike
|
|
potentiometers, the dial can be freely rotated; by more than 360 degrees). The
|
|
dial is also connected to a small motor, giving it a real force-feedback effect
|
|
(unlike all other PSX controllers which merely have vibration feedback).
|
|
Although that's great, the mechanics are reportedly rather cheap and using the
|
|
controller doesn't feel too comfortable. The Jogcon is used only by Ridge Racer
|
|
4 for PS1 (and Ridge Racer 5 for PS2), and Breakout - Off the Wall Fun.<br/>
|
|
The Mode button probably allows to switch between Jogcon mode and Digital Pad
|
|
mode (similar to the Analog button on other pads), not sure if the mode can be
|
|
also changed by software via configuration commands...? Unknown how the motor
|
|
is controlled; probably somewhat similar to vibration motors, ie. by the M1
|
|
and/or M2 bytes, but there must be also a way to select clockwise and
|
|
anticlockwise direction)...? The controller does reportedly support config
|
|
command 4Dh (same as analog rumble).<br/>
|
|
```
|
|
___ ________ ___
|
|
__/_L_\__ / \ __/_R_\__
|
|
/ _ \ / LED MODE \-/ \
|
|
| _| |_ | SEL STA | /\ |
|
|
| |_ X _| | ________ | [] () |
|
|
| |_| | / \ | >< |
|
|
|\_________/\/ \/\__ ______/|
|
|
| | | JOGCON | | |
|
|
| | | DIAL | | |
|
|
| | \ / | |
|
|
| | \________/ | |
|
|
| | | |
|
|
| | | |
|
|
\_____/ \_____/
|
|
```
|
|
|
|
|
|
|
|
## Controllers - Lightguns
|
|
There are two different types of PSX lightguns (which are incompatible with
|
|
each other).<br/>
|
|
|
|
#### Namco Lightgun (GunCon)
|
|
Namco's Cinch-based lightguns are extracting Vsync/Hsync timings from the video
|
|
signal (via a cinch adaptor) (so they are working completely independed of
|
|
software timings).<br/>
|
|
[Controllers - Lightguns - Namco (GunCon)](controllersandmemorycards.md#controllers-lightguns-namco-guncon)<br/>
|
|
|
|
#### Konami Lightgun (IRQ10)
|
|
Konami's IRQ10-based lightguns are using the lightgun input on the controller
|
|
slot (which requires IRQ10/timings being properly handled at software side).<br/>
|
|
[Controllers - Lightguns - Konami Justifier/Hyperblaster (IRQ10)](controllersandmemorycards.md#controllers-lightguns-konami-justifierhyperblaster-irq10)<br/>
|
|
The IRQ10-method is reportedly less accurate (although that may be just due to
|
|
bugs at software side).<br/>
|
|
|
|
#### Third-Party Lightguns
|
|
There are also a lot of unlicensed lightguns which are either IRQ10-based, or
|
|
Cinch-based, or do support both.<br/>
|
|
For example, the Blaze Scorpion supports both IRQ10 and Cinch, and it does
|
|
additionally have a rumble/vibration function; though unknown how that rumble
|
|
feature is accessed, and which games are supporting it).<br/>
|
|
|
|
#### Lightgun Games
|
|
[Controllers - Lightguns - PSX Lightgun Games](controllersandmemorycards.md#controllers-lightguns-psx-lightgun-games)<br/>
|
|
|
|
#### Compatibilty Notes (IRQ10 vs Cinch, PAL vs NTSC, Calibration)
|
|
Some lightguns are reportedly working only with PAL or only with NTSC games
|
|
(unknown which guns, and unknown what is causing problems; the IRQ10 method
|
|
should be quite hardware independed, the GunCon variant, too, although
|
|
theoretically, some GunCon guns might have problems to extract Vsync/Hsync from
|
|
either PAL or NTSC composite signals).<br/>
|
|
Lightguns from different manufacturers are reportedly returning slightly
|
|
different values, so it would be recommended to include a calibration function
|
|
in the game, using at least one calibration point (that would also resolve
|
|
different X/Y offsets caused by modifying GP1 display control registers).<br/>
|
|
Lightguns are needing to sense light from the cathode ray beam; as such they
|
|
won't work on regions of the screen that contain too dark/black graphics.<br/>
|
|
|
|
|
|
|
|
## Controllers - Lightguns - Namco (GunCon)
|
|
#### GunCon Cinch-based Lightguns (Namco)
|
|
```
|
|
__Halfword 0 (Controller Info)___________________
|
|
0-15 Controller Info (5A63h=Namco Lightgun; GunCon/Cinch Type)
|
|
__Halfword 1 (Buttons)___________________________
|
|
0-2 Not used (All bits always 1)
|
|
3 Button A (Left Side) (0=Pressed, 1=Released) ;aka Joypad Start
|
|
4-12 Not used (All bits always 1)
|
|
13 Trigger Button (0=Pressed, 1=Released) ;aka Joypad O-Button
|
|
14 Button B (Right Side) (0=Pressed, 1=Released) ;aka Joypad X-Button
|
|
15 Not used (All bits always 1)
|
|
__Halfword 2 (X)_________________________________
|
|
0-15 8MHz clks since HSYNC (01h=Error, or 04Dh..1CDh)
|
|
__Halfword 3 (Y)_________________________________
|
|
0-15 Scanlines since VSYNC (05h/0Ah=Error, PAL=20h..127h, NTSC=19h..F8h)
|
|
```
|
|
Caution: The gun should be read only shortly after begin of VBLANK.<br/>
|
|
|
|
#### Error/Busy Codes
|
|
Coordinates X=0001h, Y=0005h indicates "unexpected light":<br/>
|
|
```
|
|
ERROR: Sensed light during VSYNC (eg. from a Bulb or Sunlight).
|
|
```
|
|
Coordinates X=0001h, Y=000Ah indicates "no light", this can mean either:<br/>
|
|
```
|
|
ERROR: no light sensed at all (not aimed at screen, or screen too dark).
|
|
BUSY: no light sensed yet (when trying to read gun during rendering).
|
|
```
|
|
To avoid the BUSY error, one should read the gun shortly after begin of VBLANK
|
|
(ie. AFTER rendering, but still BEFORE vsync). Doing that isn't as simple as
|
|
one might think:<br/>
|
|
On a NTSC console, time between VBLANK and VSYNC is around 30000 cpu clks,
|
|
reading the lightgun (or analog joypads) takes around 15000 cpu clks. So,
|
|
reading two controllers within that timeframe may be problematic (and reading
|
|
up to eight controllers via multitaps would be absolutely impossible). As a
|
|
workaround, one may arrange the read-order to read lightguns at VBLANK (and
|
|
joypads at later time). If more than one lightgun is connected, then one may
|
|
need to restrict reading to only one (or maybe: max two) guns per frame.<br/>
|
|
|
|
#### Minimum Brightness
|
|
Below are some average minimum brightness values, the gun may be unable to
|
|
return position data near/below that limits (especially coordinates close to
|
|
left screen border are most fragile). The exact limits may vary from gun to
|
|
gun, and will also depend on the TV Set's brightness setting.<br/>
|
|
```
|
|
666666h Minimum Gray
|
|
770000h Minimum Blue
|
|
007700h Minimum Green
|
|
000099h Minimum Red
|
|
```
|
|
The gun does also work with mixed colors (eg. white bold text on black
|
|
background works without errors, but the returned coordinates are a bit "jumpy"
|
|
in that case; returning the position of the closest white pixels).<br/>
|
|
BUG: On a plain RED screen, aiming at Y\>=00F0h, the gun is randomly
|
|
returning either Y, or Y-80h (that error occurs in about every 2nd frame, ie.
|
|
at 50% chance). It's strange... no idea what is causing that effect.<br/>
|
|
|
|
#### Coordinates
|
|
The coordinates are updated in all frames (as opposed to some lightguns which
|
|
do update them only when pulling the trigger).<br/>
|
|
The absolute min/max coordinates may vary from TV set to TV set (some may show
|
|
a few more pixels than others). The relation of the gun's Screen Coodinates to
|
|
VRAM Coordinates does (obviously) depend on where the VRAM is located on the
|
|
screen; ie. on the game's GP1(06h) and GP1(07h) settings.<br/>
|
|
Vertical coordinates are counted in scanlines (ie. equal to pixels). Horizontal
|
|
coordinates are counted in 8MHz units (which would equal a resolution of 385
|
|
pixels; which can be, for example, converted to 320 pixel resolution as
|
|
X=X\*320/385).<br/>
|
|
|
|
#### Misinformation (from bugged homebrew source code)
|
|
```
|
|
__Halfword 2 (X)_________________________________
|
|
0-7 X-Coordinate (actual: see X-Offset) ;\with unspecified
|
|
8-15 X-Offset (00h: X=X-80, Nonzero: X=X-80+220) ;/dotclock?
|
|
__Halfword 3 (Y)_________________________________
|
|
0-7 Y-Coordinate (actual: Y=Y-25) (but then, max is only 230, not 263 ?)
|
|
8-15 Pad ID (uh, what id?) (reportedly too dark/bright error flag?)
|
|
```
|
|
|
|
#### Namco Lightgun Drawing
|
|
```
|
|
_-_______________________--_
|
|
-----> | namco \\\\ \ Namco G-Con 45 (light gray) (cinch)
|
|
sensor |............ .. .....\\\\...|_
|
|
|_ : :.. _____ _\
|
|
| O :__../ )))| (
|
|
\__________/ |_\____/| \
|
|
: : | |
|
|
: : | | NPC-103
|
|
A-Button (Left) Trigger | | SLPH-00034/SLEH-0007/SLUH-00035
|
|
B-Button (Right) |______|
|
|
```
|
|
|
|
#### See also
|
|
[Pinouts - Component List and Chipset Pin-Outs for Namco Lightgun, NPC-103](pinouts.md#pinouts-component-list-and-chipset-pin-outs-for-namco-lightgun-npc-103)<br/>
|
|
|
|
|
|
|
|
## Controllers - Lightguns - Konami Justifier/Hyperblaster (IRQ10)
|
|
#### Overall IRQ10-Based Lightgun Access
|
|
```
|
|
Send 01h 42h 00h x0h 00h
|
|
Reply HiZ 31h 5Ah buttons
|
|
```
|
|
The purpose of the "x0h" byte is probably to enable IRQ10 (00h=off, 10h=on),
|
|
this would allow to access more than one lightgun (with only one per frame
|
|
having the IRQ enabled).<br/>
|
|
|
|
#### Standard IRQ10-based Lightguns (Konami)
|
|
The Controller Data simply consists of the ID and buttons states:<br/>
|
|
```
|
|
__Halfword 0 (Controller Info)___________________
|
|
0-15 Controller Info (5A31h=Konami Lightgun; Timer/IRQ10 type)
|
|
__Halfword 1 (Buttons)
|
|
0-2 Not used (All bits always 1)
|
|
3 Start Button (Left Side) (0=Pressed, 1=Released) ;aka Joypad Start
|
|
4-13 Not used (All bits always 1)
|
|
14 Back Button (Rear End) (0=Pressed, 1=Released) ;aka Joypad X-Button
|
|
15 Trigger Button (0=Pressed, 1=Released) ;aka Joypad []-Button
|
|
```
|
|
The coordinates aren't part of the controller data, instead they must be read
|
|
from Timer 0 and 1 upon receiving IRQ10 (see IRQ10 Notes below).<br/>
|
|
|
|
#### Konami Lightgun Drawing
|
|
```
|
|
__ ______ _
|
|
_|__\_______________/ ___ \ \ Konami Justifier/Hyperblaster (light green)
|
|
| _______________ __ / \ \ \
|
|
|__| _ _ _ _ |==| O| \O\ .... Back Button (Rear End)
|
|
|__:_:_:_:_:__ |___\__ / ( (
|
|
|_| ) \ : \ \
|
|
Trigger ...... \___/| :...|.|.... Start Button (Left Side)
|
|
| | |
|
|
| | | SLPH-00013/SLPH-00014/SLEH-0005/SLUH-00017
|
|
/ _|_|
|
|
\___--
|
|
```
|
|
|
|
#### Konami IRQ10 Notes
|
|
The PSX does have a lightgun input (Pin 8 of the controller), but, Sony did
|
|
apparently "forget" to latch the current cathode ray beam coordinates by
|
|
hardware when sensing the lightgun signal (quite strange, since that'd be a
|
|
simple, inexpensive, and very obvious feature for a gaming console).<br/>
|
|
Instead, the lightgun signal triggers IRQ10, and the interrupt handler is
|
|
intended to "latch" the coordinates by software (by reading Timer 0 and 1
|
|
values, which must configured to be synchronized with the GPU).<br/>
|
|
That method requires IRQ handling to be properly implemented in software
|
|
(basically, IRQs should not be disabled for longer periods, and DMA transfers
|
|
should not block the bus for longer periods). In practice, most programmers
|
|
probably don't realize how to do that, to the worst, Sony seems to have
|
|
delivered a slightly bugged library (libgun) to developers.<br/>
|
|
For details on Timers, see:<br/>
|
|
[Timers](timers.md)<br/>
|
|
In some consoles, IRQ10 seems to be routed through a Secondary IRQ Controller,
|
|
see:<br/>
|
|
[EXP2 DTL-H2000 I/O Ports](expansionportpio.md#exp2-dtl-h2000-io-ports)<br/>
|
|
|
|
#### IRQ10 Priority
|
|
For processing IRQ10 as soon as possible, it should be assigned higher priority
|
|
than all other IRQs (ie. when using the SysEnqIntRP BIOS function, it should be
|
|
the first/newest element in priority chain 0). The libgun stuff assigns an even
|
|
higher priority by patching the BIOS exception handler, causing IRQ10 to be
|
|
processed shortly before processing the priority chains (the resulting IRQ
|
|
priority isn't actually higher as when using 1st element of chain 0; the main
|
|
difference is that it skips some time consuming code which pushes registers
|
|
R4..R30). For details on that patch, see:<br/>
|
|
[BIOS Patches](kernelbios.md#bios-patches)<br/>
|
|
Even if IRQ10 has highest priority, execution of (older) other IRQs may cause a
|
|
new IRQ10 to be executed delayed (because IRQs are disabled during IRQ
|
|
handling), to avoid that problem: Best don't enable any other IRQs except IRQ0
|
|
and IRQ10, or, if you need other IRQs, best have them enabled only during
|
|
Vblank (there are no scanlines drawn during vblank, so IRQ10 should never
|
|
trigger during that period). DMAs might also slow down IRQ execution, so best
|
|
use them only during Vblank, too.<br/>
|
|
|
|
#### IRQ10 Timer Reading
|
|
To read the current timer values the IRQ10 handler would be required to be
|
|
called \<immediately\> after receiving the IRQ10 signal, which is more or
|
|
less impossible; if the main program is trying to read a mul/div/gte result
|
|
while the mul/div/gte operation is still busy may stop the CPU for some dozens
|
|
of clock cycles, and active DMA transfers or cache hits and misses in the IRQ
|
|
handler may cause different timings, moreover, timings may become completely
|
|
different if IRQs are disabled (eg. while another IRQ is processed).<br/>
|
|
However, IRQ10 does also get triggered in the next some scanlines, so the first
|
|
IRQ10 is used only as a notification that the CPU should watch out for further
|
|
IRQ10's. Ie. the IRQ10 handler should disable all DMAs, acknowledge IRQ10, and
|
|
then enter a waitloop that waits for the IRQ10 bit in I\_STAT to become set
|
|
again (or abort if a timeout occurs) and then read the timers, reportedly like
|
|
so:<br/>
|
|
```
|
|
IF NTSC then X=(Timer0-140)*0.198166, Y=Timer1
|
|
IF PAL then X=(Timer0-140)*0.196358, Y=Timer1
|
|
```
|
|
No idea why PAL/NTSC should use different factors, that factors are looking
|
|
quite silly/bugged, theoretically, the pixel-to-clock ratio should be the
|
|
exactly same for PAL and NTSC...?<br/>
|
|
Mind that reading Timer values in Dotclock/Hblank mode is unstable, for Timer1
|
|
this can be fixed by the read-retry method, for Timer0 this could be done too,
|
|
but one would need to subtract the retry-time to get a correct coordinate;
|
|
alternately Timer0 can run at system clock (which doesn't require read-retry),
|
|
but it must be then converted to video clock (mul 11, div 7), and then from
|
|
video clock to dot clock (eg. div 8 for 320-pixel mode).<br/>
|
|
Above can be repeated for the next some scanlines (allowing to take the medium
|
|
values as result, and/or to eliminate faulty values which are much bigger or
|
|
smaller than the other values). Once when you have collected enough values,
|
|
disable IRQ10, so it won't trigger on further scanlines within the current
|
|
frame.<br/>
|
|
|
|
#### IRQ10 Bugs
|
|
BUG: The "libgun" library doesn't acknowledge the old IRQ10 \<immediately\>
|
|
before waiting for a new IRQ10, so the timer values after sensing the new IRQ10
|
|
are somewhat random (especially for the first processed scanline) (the library
|
|
allows to read further IRQ10's in further scanlines, which return more stable
|
|
results).<br/>
|
|
No idea how many times IRQ10 gets typically repeated? Sporting Clays allocates
|
|
a buffer for up to 20 scanlines (which would cause pretty much of a slowdown
|
|
since the CPU is just waiting during that period) (nethertheless, the game uses
|
|
only the first timer values, ie. the bugged libgun-random values).<br/>
|
|
|
|
Unknown if/how two-player games (with 2 lightguns) are working with the IRQ10
|
|
method... if IRQ10 is generated ONLY after pressing the trigger button, then it
|
|
may work, unless both players have Trigger pressed at the same time... and,
|
|
maybe one can enable/disable the lightguns by whatever commmand being sent to
|
|
the controller (presumably that "x0h" byte, see above), so that gun 1 generates
|
|
IRQ10 only in each second frame, and gun 2 only in each other frame...?<br/>
|
|
|
|
|
|
|
|
## Controllers - Lightguns - PSX Lightgun Games
|
|
#### PSX Lightgun Games
|
|
Some games are working only with IRQ10 or only with Cinch, some games support
|
|
both methods:<br/>
|
|
```
|
|
Area 51 (Mesa Logic/Midway) (IRQ10)
|
|
Crypt Killer (Konami) (IRQ10)
|
|
Die Hard Trilogy 1: (Probe Entertainment) (IRQ10)
|
|
Die Hard Trilogy 2: Viva Las Vegas (n-Space) (IRQ10/Cinch)
|
|
Elemental Gearbolt (Working Designs) (IRQ10/Cinch)
|
|
Extreme Ghostbusters: Ultimate Invasion (LSP) (Cinch)
|
|
Galaxian 3 (Cinch)
|
|
Ghoul Panic (Namco) (Cinch)
|
|
Gunfighter: The Legend of Jesse James (Rebellion) (Cinch)
|
|
Judge Dredd (Gremlin) (Cinch)
|
|
Lethal Enforcers 1-2 (Konami) (IRQ10)
|
|
Maximum Force (Midway) (IRQ10/Cinch)
|
|
Mighty Hits Special (Altron) (EU/JPN) (Cinch)
|
|
Moorhuhn series (Phenomedia) (Cinch)
|
|
Point Blank 1-3 (Namco) (Cinch)
|
|
Project Horned Owl (Sony) (IRQ10)
|
|
Rescue Shot (Namco) (Cinch)
|
|
Resident Evil: Gun Survivor (Capcom) (JPN/PAL versions) (Cinch)
|
|
Silent Hill (IRQ10) ("used for an easter egg")
|
|
Simple 1500 Series Vol.024 - The Gun Shooting (unknown type)
|
|
Simple 1500 Series Vol.063 - The Gun Shooting 2 (unknown type)
|
|
Snatcher (IRQ10)
|
|
Sporting Clays (Charles Doty) (homebrew with buggy source code) (IRQ10/Cinch)
|
|
Star Wars: Rebel Assault II (IRQ10)
|
|
Time Crisis, and Time Crisis 2: Project Titan (Namco) (Cinch)
|
|
```
|
|
Note: The RPG game Dragon Quest Monsters does also contain IRQ10 lightgun code
|
|
(though unknown if/when/where the game does use that code).<br/>
|
|
|
|
|
|
|
|
## Controllers - Rumble Configuration
|
|
Rumble (aka "Vibration Function") is basically controlled by two previously
|
|
unused bytes of the standard controller Read command.<br/>
|
|
There are two methods to control the rumble motors, the old method is very
|
|
simple (but supports only one motor), the new method envolves a bunch of new
|
|
configuration commands (and supports two motors).<br/>
|
|
```
|
|
SCPH-1150 DualAnalog Pad with 1 motor ;-old rumble method
|
|
SCPH-1200 DualAnalog Pad with 2 motors, PSX-design ;\new rumble method
|
|
SCPH-110 DualAnalog Pad with 2 motors, PSone-design ;/
|
|
Blaze Scorpion Lightgun with rumble ;\unknow how to control rumble
|
|
Fishing controllers with rumble ;/
|
|
SCPH-1180 Analog Pad without rumble ;\unknow if there're config commands
|
|
SCPH-1110 Analog Stick without rumble ;/for analog mode (probably not)
|
|
```
|
|
|
|
#### Old Method, one motor, no config commands (SCPH-1150, SCPH-1200, SCPH-110)
|
|
The SCPH-1150 doesn't support any special config commands, instead, rumble is
|
|
solely done via the normal joypad read command:<br/>
|
|
```
|
|
Send 01h 42h 00h xx yy (00h 00h 00h 00h)
|
|
Reply HiZ id 5Ah buttons ( analog-inputs )
|
|
```
|
|
The rumble motor is simply controlled by three bits in the xx/yy bytes:<br/>
|
|
```
|
|
xx --> must be 40h..7Fh (ie. bit7=0, bit6=1) ;\switches motor on
|
|
yy --> must be 01h,03h,...,FDh,FFh (ie. bit0=1) ;/
|
|
```
|
|
The motor control is digital on/off (no analog slow/fast), recommended values
|
|
would be yyxx=0140h=on, and yyxx=0000h=off.<br/>
|
|
LED state is don't care (rumble works with led OFF, RED, and GREEN). In absence
|
|
of config commands, the LED can be controlled only manually (via Analog
|
|
button), the current LED state is implied in the controller "id" byte.<br/>
|
|
For backwards compatibility, the above old method does also work on SCPH-1200
|
|
and SCPH-110 (for controlling the right/small motor), alternately those newer
|
|
pads can use the config commands (for gaining access to both motors).<br/>
|
|
|
|
#### New Method, two motors, with config commands (SCPH-1200, SCPH-110)
|
|
For using the new rumble method, one must unlock the new rumble mode, for that
|
|
purpose Sony has invented a "slightly" overcomplicated protocol with not less
|
|
than 16 new commands (the rumble relevant commands are 43h and 4Dh, also,
|
|
command 44h may be useful for activating analog inputs by software, and, once
|
|
when rumble is unlocked, command 42h is used to control the rumble motors).
|
|
Anyways, here's the full command set...<br/>
|
|
|
|
#### Normal Mode
|
|
```
|
|
42h "B" Read Buttons (and analog inputs when in analog mode)
|
|
43h "C" Enter/Exit Configuration Mode (stay normal, or enter)
|
|
```
|
|
|
|
#### Configuration Mode
|
|
```
|
|
40h "@" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
41h "A" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
42h "B" Read Buttons AND analog inputs (even when in digital mode)
|
|
43h "C" Enter/Exit Configuration Mode (stay config, or exit)
|
|
44h "D" Set LED State (analog mode on/off)
|
|
45h "E" Get LED State (and whatever other status/version values)
|
|
46h "F" Get Variable Response A (depending on incoming bit)
|
|
47h "G" Get whatever values (response HiZ F3h 5Ah 00h 00h 02h 00h 01h 00h)
|
|
48h "H" Unknown (response HiZ F3h 5Ah 00h 00h 00h 00h 01h 00h)
|
|
49h "I" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
4Ah "J" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
4Bh "K" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
4Ch "L" Get Variable Response B (depending on incoming bit)
|
|
4Dh "M" Unlock Rumble (and select response length)
|
|
4Eh "N" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
4Fh "O" Unknown (response HiZ F3h 5Ah 6x00h)
|
|
```
|
|
|
|
#### Normal Mode - Command 42h "B" - Read Buttons (and analog inputs when enabled)
|
|
```
|
|
Send 01h 42h 00h xx yy (00h 00h 00h 00h)
|
|
Reply HiZ id 5Ah buttons ( analog-inputs )
|
|
```
|
|
The normal read command, see Standard Controller chapter for details on buttons
|
|
and analog inputs. The xx/yy bytes have effect only if rumble is unlocked; use
|
|
Command 43h to enter config mode, and Command 4Dh to unlock rumble. Command 4Dh
|
|
has billions of combinations, among others allowing to unlock only one of the
|
|
two motors, and to exchange the xx/yy bytes, however, with the default values,
|
|
xx/yy are assigned like so:<br/>
|
|
```
|
|
yy.bit0-7 ---> Left/Large Motor M1 (analog slow/fast) (00h=stop, FFh=fastest)
|
|
xx.bit0 ---> Right/small Motor M2 (digital on/off) (0=off, 1=on)
|
|
```
|
|
The Left/Large motor starts spinning at circa min=50h..60h, and, once when
|
|
started keeps spinning downto circa min=38h. The exact motor start boundary
|
|
depends on the current position of the weight (if it's at the "falling" side,
|
|
then gravity helps starting), and also depends on external movements (eg. it
|
|
helps if the user or the other rumble motor is shaking the controller), and may
|
|
also vary from controller to controller, and may also depend on the room
|
|
temperature, dirty or worn-out mechanics, etc.<br/>
|
|
|
|
#### Normal Mode - Command 43h "C" - Enter/Exit Configuration Mode
|
|
```
|
|
Send 01h 43h 00h xx 00h (zero padded...)
|
|
Reply HiZ id 5Ah buttons (analog inputs...)
|
|
```
|
|
When issuing command 43h from inside normal mode, the response is same as for
|
|
command 42h (button data) (and analog inputs when in analog mode) (but without
|
|
M1 and M2 parameters). While in config mode, the ID bytes are always "F3h 5Ah"
|
|
(instead of the normal analog/digital ID bytes).<br/>
|
|
```
|
|
xx=00h Stay in Normal mode
|
|
xx=01h Enter Configuration mode
|
|
```
|
|
Caution: Additionally to activating configuration commands, entering config
|
|
mode does also activate a Watchdog Timer which does reset the controller if
|
|
there's been no communication for about 1 second or so. The watchdog timer
|
|
remains active even when returning to normal mode via Exit Config command. The
|
|
reset does disable and lock rumble motors, and switches the controller to
|
|
Digital Mode (with LED=off, and analog inputs disabled). To prevent this, be
|
|
sure to keep issuing joypad reads even when not needing user input (eg. while
|
|
loading data from CDROM).<br/>
|
|
Caution 2: A similar reset occurs when the user pushes the Analog button; this
|
|
is causing rumble motors to be stopped and locked, and of course, the
|
|
analog/digital state gets changed.<br/>
|
|
Caution 3: If config commands were used, and the user does then push the analog
|
|
button, then the 5Ah-byte gets replaced by 00h (ie. responses change from "HiZ
|
|
id 5Ah ..." to "HiZ id 00h ...").<br/>
|
|
|
|
#### Config Mode - Command 42h "B" - Read Buttons AND analog inputs
|
|
```
|
|
Send 01h 42h 00h M2 M1 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah buttons analog-inputs
|
|
```
|
|
Same as command 42h in normal mode, but with forced analog response (ie. analog
|
|
inputs and L3/R3 buttons are returned even in Digital Mode with LED=Off).<br/>
|
|
|
|
#### Config Mode - Command 43h "C" - Enter/Exit Configuration Mode
|
|
```
|
|
Send 01h 43h 00h xx 00h 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 00h 00h 00h 00h 00h 00h
|
|
```
|
|
Equivalent to command 43h in normal mode, but returning 00h bytes rather than
|
|
button data, can be used to return to normal mode.<br/>
|
|
```
|
|
xx=00h Enter Normal mode (Exit Configuration mode)
|
|
xx=01h Stay in Configuration mode
|
|
```
|
|
Back in normal mode, the rumble motors (if they were enabled) can be controlled
|
|
with normal command 42h.<br/>
|
|
|
|
#### Config Mode - Command 44h "D" - Set LED State (analog mode on/off)
|
|
```
|
|
Send 01h 44h 00h val sel 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 00h 00h 00h 00h 00h 00h
|
|
```
|
|
If "sel=02h", then "val" is applied as new LED state (val=00h for LED off aka
|
|
Digital mode, and val=01h for LED on/red aka analog mode).<br/>
|
|
|
|
#### Config Mode - Command 45h "E" - Get LED State (and whatever values)
|
|
```
|
|
Send 01h 45h 00h 00h 00h 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 01h 02h val 02h 01h 00h
|
|
```
|
|
Returns val=00h for LED off, and val=01h for LED on/red. The other values might
|
|
indicate the number of rumble motors, analog inputs, or version information, or
|
|
so.<br/>
|
|
|
|
#### Config Mode - Command 46h "F" - Get Variable Response A
|
|
```
|
|
Send 01h 46h 00h xx 00h 00h 00h 00h 00h
|
|
Reply Hiz F3h 5Ah 00h 00h yy yy yy yy
|
|
```
|
|
Purpose unknown. Response varies: If xx=00h then yy=01h,02h,00h,0ah, else if
|
|
xx=01h then yy=01h,01h,01h,14h.<br/>
|
|
|
|
#### Config Mode - Command 47h "G" - Get whatever values
|
|
```
|
|
Send 01h 47h 00h 00h 00h 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 00h 00h 02h 00h 01h 00h
|
|
```
|
|
Purpose unknown.<br/>
|
|
|
|
#### Config Mode - Command 4Ch "L" - Get Variable Response B
|
|
```
|
|
Send 01h 4Ch 00h xx 00h 00h 00h 00h 00h
|
|
Reply Hiz F3h 5Ah 00h 00h 00h yy 00h 00h
|
|
```
|
|
Purpose unknown. Response varies: If xx=00h then yy=04h, else if xx=01h then
|
|
yy=07h.<br/>
|
|
|
|
#### Config Mode - Command 4Dh "M" - Unlock Rumble (and select response length)
|
|
```
|
|
Send 01h 4Dh 00h aa bb cc dd ee ff
|
|
Reply Hiz F3h 5Ah <-----old values----->
|
|
```
|
|
This command does basically unlock the rumble motors (so they can be controlled
|
|
with command 42h), this is usually done by setting aa..ff to 00h, 01h, FFh,
|
|
FFh, FFh, FFh. There are billons of other combinations for aa..ff, some rules
|
|
are:<br/>
|
|
```
|
|
when cc.bit1-7 are all zero --> transfer one extra halfword
|
|
when ee.bit1-7 are all zero --> transfer another extra halfword
|
|
when cc,dd,ee,ff are ALL nonzero --> unlock small motor
|
|
when aa=01h --> unlock large motor (and swap VAL1 and VAL2)
|
|
when bb=01h --> unlock large motor (default)
|
|
when cc.bit0=1 --> disable large motor (unless cc.bit7=1)
|
|
when ff.bit0=1 --> disable large motor (unless something)
|
|
```
|
|
The extra halfword(s) increase the transfer length by 1 or 2 halfwords (and
|
|
accordingly, the digital mode ID changes from 41h to 42h or 43h), the
|
|
controller returns 00h bytes for the extra halfwords, in analog mode, the ID
|
|
and transfer length remains unchanged (since it always has extra halfwords for
|
|
analog responses). So, the extra halfwords seem to be output to the controller
|
|
(rather than response data), possibly intended to control additional rumble
|
|
motors or to output data to other hardware features.<br/>
|
|
|
|
#### Config Mode - Command 48h "H" - Unknown (response HiZ F3h 5Ah 4x00h 01h 00h)
|
|
```
|
|
Send 01h 48h 00h 00h 00h 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 00h 00h 00h 00h 01h 00h
|
|
```
|
|
This command does return a bunch of 00h bytes, and one 01h byte. Purpose
|
|
unknown. The command does not seem to be used by any games.<br/>
|
|
|
|
#### Config Mode - Command 40h "@" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 41h "A" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 49h "I" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 4Ah "J" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 4Bh "K" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 4Eh "N" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
#### Config Mode - Command 4Fh "O" - Unknown (response HiZ F3h 5Ah 6x00h)
|
|
```
|
|
Send 01h 4xh 00h 00h 00h 00h 00h 00h 00h
|
|
Reply HiZ F3h 5Ah 00h 00h 00h 00h 00h 00h
|
|
```
|
|
These commands do return a bunch of 00h bytes. Purpose unknown. These commands
|
|
do not seem to be used by any games.<br/>
|
|
|
|
#### Note
|
|
Rumble is a potentially annoying feature, so games that do support rumble
|
|
should also include an option to disable it.<br/>
|
|
|
|
|
|
|
|
## Controllers - Dance Mats
|
|
PSX Dance Mats are essentially normal joypads with uncommonly arranged buttons,
|
|
the huge mats are meant to be put on the floor, so the user could step on them.<br/>
|
|
|
|
#### Dance Mat vs Joypad Compatibility
|
|
There are some differences to normal joypads: First of, the L1/L2/R1/R2
|
|
shoulder buttons are missing in most variants. And, the mats are allowing to
|
|
push Left+Right and Up+Down at once, combinations that aren't mechanically
|
|
possible on normal joypads (some dancing games do actually require those
|
|
combinations, whilst some joypad games may get confused on them).<br/>
|
|
|
|
#### Dance Mat Unknown Things
|
|
Unknown if the mat was sold in japan, and if so, with which SLPH/SCPH number.<br/>
|
|
Unknown if the mat's middle field is also having a button assigned.<br/>
|
|
Unknown if the mat is having a special controller ID, or if there are other
|
|
ways to detect mats (the mats are said to be compatible with skateboard games,
|
|
so the mats are probably identifying themselves as normal digital joypad;
|
|
assuming that those skateboard games haven't been specifically designed for
|
|
mats).<br/>
|
|
|
|
#### Dance Mat Games
|
|
```
|
|
D.D.R. Dance Dance Revolution 2nd Remix
|
|
(and maybe whatever further games)
|
|
```
|
|
The mats can be reportedly also used with whatever skateboard games.<br/>
|
|
|
|
#### Dance Mat Variants
|
|
There is the US version (DDR Dance Pad, SLUH-00071), and a slightly different
|
|
European version (Official Dance Mat, SLEH-00023: shiny latex style with
|
|
perverted colors, and Start/Select arranged differently). The japanese version
|
|
(RU017) resembles the US version, but without Triangle/Square symbols drawn in
|
|
lower left/right edges.<br/>
|
|
And there is a handheld version (with additional L1/L2/R2/R1 buttons; maybe
|
|
unlicensed; produced as MINI DDR, and also as Venom Mini Dance Pad).<br/>
|
|
|
|
```
|
|
US Version (white/black/red/blue) Handheld Version (blue/gray)
|
|
__________.---------.___________ _____/ MINI \_____
|
|
| \ / | | D.D.R. |
|
|
| SELECT '-------' START | |L1 L2 SEL STA R2 R1|
|
|
|------------.------.------------| | ___ ___ ___ |
|
|
| .''''. / \ .''''. | || X | | ^ | | O ||
|
|
| | \/ | | /\ | | .''. | | ||___| |___| |___||
|
|
| | /\ | | /..\ | | '..' | | | ___ .---. ___ |
|
|
| '....' '. || .' '....' | || < | |Stay | | > ||
|
|
| .-------. .''''''''. .-------. | ||___| |Cool!| |___||
|
|
|/ /| .' '. |\ \| | ___ '___' ___ |
|
|
| / |-- | | --| \ | || []| | v | | /\||
|
|
| \ |-- | Stay Cool! | --| / | ||___| |___| |___||
|
|
|\ \| '. .' |/ /| |___________________|
|
|
| '-------' '........' '-------' |
|
|
| .''''. .' || '. .''''. | Gothic Dance Mat (black/silver)
|
|
| | /\ | | \''/ | | |''| | | _.----------._
|
|
| | /__\ | | \/ | | |..| | | | \ SEL STA / | This one
|
|
| '....' \ / '....' | | '--------' | wasn't ever
|
|
'------------'------'------------' | .----------. | produced,
|
|
| | .''''. | | as cool as
|
|
European Version (pink/blue/yellow) | | | /\ | | | it could have
|
|
__________.---------.___________ | | | /..\ | | | been, the lame
|
|
| \ SEL STA / | | | '.||.' | | marketing
|
|
| '-------' | | +----------+ | people didn't
|
|
|----------.----------.----------| | | .''''. | | even think
|
|
| .''''. | .''''. | .''''. | | | | /\ | | | about it.
|
|
| | \/ | | | /\ | | | .''. | | | | | /..\ | | |
|
|
| | /\ | | | /..\ | | | '..' | | | | '.||.' | |
|
|
| '....' | '.||.' | '....' | | +----------+ |
|
|
|----------+-.. ..-+----------| | | .'||'. | |
|
|
| .'/|'. / '''' \ .'|\'. | | | | \''/ | | |
|
|
| | / |--|/ \|--| \ | | | | | \/ | | |
|
|
| | \ |--|\ /|--| / | | | | '....' | |
|
|
| '.\|.' \ .... / '.|/.' | | +----------+ |
|
|
|----------+-'' ''-+----------| | | .'||'. | |
|
|
| .''''. | .'||'. | .''''. | | | | \''/ | | |
|
|
| | /\ | | | \''/ | | | |''| | | | | | \/ | | |
|
|
| | /__\ | | | \/ | | | |..| | | | | '....' | |
|
|
| '....' | '....' | '....' | | '----------' '
|
|
'----------|----------|----------' '--------------'
|
|
```
|
|
|
|
#### Stay Cool?
|
|
Despite of the "Stay Cool!" slogan, the mat wasn't very cool - not at all! It
|
|
offered only two steps back-and-forth, and also allowed to do extremly uncool
|
|
side-steps. Not to mention that it would melt when dropping a burning cigarette
|
|
on it. Stay Away!<br/>
|
|
|
|
|
|
|
|
## Controllers - Fishing Controllers
|
|
The fishing rods are (next to lightguns) some of the more openly martial
|
|
playstation controllers - using the credo that "as long as you aren't using
|
|
dynamite: it's okay to kill them cause they don't have any feelings."<br/>
|
|
|
|
#### PSX Fishing Controller Games
|
|
```
|
|
Action Bass (Syscom Entertainment) (1999) (SLPH-00100)
|
|
Bass Landing (ASCII/agetec) (1999) (SLPH-00100, SLUH-00063)
|
|
Bass Rise, Fishing Freaks (Bandai) (1999) (BANC-0001)
|
|
Bass Rise Plus, Fishing Freaks (Bandai) (2000) (BANC-0001, SLPH-00100)
|
|
Breath of Fire IV (Capcom) (SLUH-00063)
|
|
Championship Bass (EA Sports) (2000) (SLUH-00063)
|
|
Fish On! Bass (Pony Canyon) (1999) (BANC-0001, SLPH-00100)
|
|
Fisherman's Bait 2/Exiting Bass2 - Big Ol'Bass(Konami)(SLPH-00100,SLUH-00063)
|
|
Fishing Club: (series with 3 titles) (have "headset-logo" on back?)
|
|
Lake Masters II (1999) (Dazz/Nexus) (SLPH-00100)
|
|
Lake Masters Pro (1999) (Dazz/Nexus) (BANC-0001, SLPH-00100)
|
|
Let's Go Bassfishing!: Bass Tsuri ni Ikou! (Banpresto) (1999) (SLPH-00100)
|
|
Matsukata Hiroki no World Fishing (BPS The Choice) (1999) (SLPH-00100)
|
|
Murakoshi Seikai-Bakuchou Nihon Rettou (Victor) (SLPH-00100)
|
|
Murakoshi Masami-Bakuchou Nippon Rettou:TsuriConEdition (1999) (SLPH-00100)
|
|
Pakuchikou Seabass Fishing (JP, 03/25/99) (Victor) (SLPH-00100)
|
|
Perfect Fishing: Bass Fishing (2000) (Seta) (yellow/green logo)
|
|
Perfect Fishing: Rock Fishing (2000) (Seta) (yellow/green logo)
|
|
Oyaji no Jikan: Nechan, Tsuri Iku De! (2000) (Visit) (BANC-0001, SLPH-00100)
|
|
Reel Fishing II / Fish Eyes II (2000)(Natsume/Victor)(SLPH-00100, SLUH-00063)
|
|
Simple 1500 Series Vol. 29: The Tsuri (2000) (yellow/green logo)
|
|
Suizokukan Project: Fish Hunter e no Michi (1999)(Teichiku)(SLPH-00100)
|
|
Super Bass Fishing (1999) (King) (BANC-0001, SLPH-00100, yellow/green logo)
|
|
Super Black Bass X2 (2000) (Starfish) (SLPH-00100)
|
|
Tsuwadou Keiryuu Mizuumihen (Best Edition)(2000) (ASCII PS1+PS2 controllers?)
|
|
Tsuwadou Seabass Fishing (PlayStation the Best) (1999) (Oz Club) (SLPH-00100)
|
|
Uki Uki Tsuri Tengoku Nagami/Uokami Densetsu Oe (2000) (Teichiku)(SLPH-00100)
|
|
Umi no Nushi Tsuri-Takarajima ni Mukatte (1999)(Victor)(BANC-0001,SLPH-00100)
|
|
Winning Lure (Hori) (2000) (for Hori HPS-97 controller) AKA HPS-98 ?
|
|
```
|
|
For more see: http://www.gamefaqs.com/ps/list-109
|
|
(sports-\>nature-\>fishing)<br/>
|
|
|
|
#### Logos on CD Covers
|
|
US Fishing games should have a "SLUH-00063" logo. European Fishing games don't
|
|
have any fishing logos; apparently fishing controllers haven't been officially
|
|
released/supported in Europe.<br/>
|
|
Japanese Fishing games can have a bunch of logos: Usually BANC-0001 or
|
|
SLPH-00100 (or both).<br/>
|
|
Moreover, some japanese games have a yellow/green fishing logo with japanese
|
|
text (found on Perfect Fishing: Bass Fishing, Perfect Fishing: Rock Fishing,
|
|
Simple 1500 Series Vol. 29: The Tsuri, Super Bass Fishing) (unknown if that
|
|
logo refer to other special hardware, or if it means the "normal" BANC-0001 or
|
|
SLPH-00100 controllers.<br/>
|
|
And Moreover, some japanese games have some sort of "headset" logos with
|
|
japanese text, these seem to have same meaning as SLPH-00100; as indicated by
|
|
photos on CD cover of Tsuwadou Keiryuu Mizuumihen (Best Edition) (2000); that
|
|
CD cover also has a "headset 2" logo, which seems to mean a newer PS2 variant
|
|
of the SLPH-00100.<br/>
|
|
|
|
#### PSX Fishing Controllers
|
|
```
|
|
ASCII SLPH-00100 (silver)
|
|
ASCII PS2-version? (silver) (similar to SLPH-00100, with new mode switch?)
|
|
agetec SLUS-00063 (silver) (US version of ASCII's SLPH-00100 controller)
|
|
Bandai BANC-0001 (dark gray/blue) (has less buttons than ASCII/agetec)
|
|
Interact Fission (light gray/blue)(similar to ASCII/agetec, 2 extra buttons?)
|
|
Naki (transparent blue) (looks like a clone of the ASCII/agetec controllers)
|
|
Hori HPS-97/HPS-98 (black/gray) (a fishing rod attached to a plastic fish)
|
|
```
|
|
Of these, the ASCII/agetec controllers seem to be most popular (and most
|
|
commonly supported). The Bandai contoller is also supported by a couple of
|
|
games (though the Bandai controller itself seems to be quite rare). The
|
|
Interact/Naki controllers are probably just clones of the ASCII/agetec ones.
|
|
The Hori controller is quite rare (and with its string and plastic fish, it's
|
|
apparently working completely different than the other fishing controllers).<br/>
|
|
|
|
#### Tech Info (all unknown)
|
|
Unknown how to detect fishing controllers.<br/>
|
|
Unknown how to read buttons, joystick, crank, motion sensors.<br/>
|
|
Unknown how to control rumble/vibration.<br/>
|
|
Unknown if/how Bandai differs from ASCII/agetec (aside from less buttons).<br/>
|
|
Unknown how the Hori thing works.<br/>
|
|
|
|
#### ASCII SLPH-00100 / agetec SLUH-00063 (silver)
|
|
```
|
|
___
|
|
__|___|__
|
|
_| |_ _ __
|
|
| | | | | |=|__| <--- crank handle
|
|
| | SEL STA | | | |
|
|
| | | |---| \ ASCII SLPH-00100
|
|
| \ / |---| / agetec SLUH-00063
|
|
/ L1 R1 \ | | __
|
|
| L2 .---. R2 | |_|=|__|
|
|
| | joy | |
|
|
| |stick| | <------- analog thumb controlled joystick
|
|
| /\ '---' >< |
|
|
| [] () |
|
|
\ ASCII /
|
|
'.___________.' \___ 10 buttons (SEL,STA,L1,L2,R1,R2,/\,[],(),><)
|
|
\ _____ /
|
|
| | Note: many (not all) agetec controllers
|
|
| | have the >< and () buttons exchanged
|
|
| |
|
|
| | Aside from the crank/buttons/joystick,
|
|
| | the controller reportedly contains:
|
|
| | some sort of motion sensors?
|
|
| | some kind of rumble/vibration?
|
|
| |
|
|
'.___.'
|
|
'--...___ cable
|
|
```
|
|
|
|
#### Bandai BANC-0001 (dark gray/blue)
|
|
```
|
|
___
|
|
__|___|__
|
|
_| | _ __
|
|
| .---. |\ | |=|__| <--- crank handle
|
|
|| joy | | | | |
|
|
||stick| | |-#-| \
|
|
| '---' | |-#-| /
|
|
/ \ | \ | | __
|
|
| | ... | | |_|=|__|
|
|
| | : : | ()|
|
|
| |O :___: O| | <--- two buttons: () and ><
|
|
| |- |___| -| ><| and some slide switch with I and 0 positions?
|
|
| | | |
|
|
\ | BANDAI | / unknown if the joystick is digital or analog
|
|
'._\_______/_.'
|
|
| | unknown if there are motion sensors and/or rumble
|
|
'. .'
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
'.___.'
|
|
'--...___ cable
|
|
```
|
|
|
|
#### Hori HPS-97 / HPS-98 (black/gray)
|
|
```
|
|
....----------------O
|
|
.'' \ HPS-97 (controller bundled with game)
|
|
_:_ \ \ HPS-98 (controller only, for HPS-96 game)
|
|
__|___|__ \ short \
|
|
_| |_ elastic \
|
|
| | pole \
|
|
| | \ <--- string (from pole to
|
|
| SW? | _ __ \ reel inside of fish)
|
|
/ \ | |=|__| \
|
|
| .---. | | | \
|
|
| ( ) | joy | |--| \ \ ___
|
|
| |stick| |--| / \ / /
|
|
| ( ) '---' | | | __ \ ...---''''''--. /|
|
|
| | |_|=|__| <--- crank \ ' '/ |
|
|
\ ( ) ( ) / handle '..| |.
|
|
'.___________.' |__________________| :
|
|
\ / \ plastic fish :
|
|
| | joystick, (presumable some heavy :
|
|
| | four buttons, stationary thing that :
|
|
| | and a switch? rests on floor) :
|
|
| | (presumably with :
|
|
| | motor-driven reel?) :
|
|
| | :
|
|
| | the two cables do probably connect :
|
|
| | to both of the PSX controller slots :
|
|
'.___.' cable 2 ---'
|
|
'--...___ cable 1
|
|
```
|
|
|
|
|
|
|
|
## Controllers - I-Mode Adaptor (Mobile Internet)
|
|
The I-Mode Adaptor cable (SCPH-10180) allows to connect an I-mode compatible
|
|
mobile phone to the playstation's controller port; granting a mobile internet
|
|
connection to japanese games.<br/>
|
|
|
|
#### PSX Games for I-Mode Adaptor (Japan only)
|
|
```
|
|
Doko Demo Issyo (PlayStation the Best release only) (Sony) 2000
|
|
Doko Demo Issyo Deluxe Pack (Bomber eXpress/Sony) 2001
|
|
Hamster Club-I (SLPS-03266) (Jorudan) 2002
|
|
iMode mo Issyo: Dokodemo Issho Tsuika Disc (Bomber/Sony) 2001
|
|
Keitai Eddy (iPC) 2000 (but, phone connects to SIO port on REAR side of PSX?)
|
|
Komocchi (Victor) 2001
|
|
Mobile Tomodachi (Hamster) 2002
|
|
Motto Trump Shiyouyo! i-Mode de Grand Prix (Pure Sound) 2002
|
|
One Piece Mansion (Capcom) 2001 (japanese version only)
|
|
```
|
|
The supported games should have a I-Mode adaptor logo on the CD cover (the logo
|
|
depicts two plugs: the PSX controller plug, and the smaller I-Mode plug).<br/>
|
|
Note: "Dragon Quest Monsters 1 & 2" was announced/rumoured to support
|
|
I-mode (however, its CD cover doesn't show any I-Mode adapter logo).<br/>
|
|
|
|
#### Tech Details (all unknown)
|
|
Unknown how to detect the thing, and how to do the actual data transfers.<br/>
|
|
The cable does contain a 64pin chip, an oscillator, and some smaller components
|
|
(inside of the PSX controller port connector).<br/>
|
|
|
|
#### Hardware Variant
|
|
Keitai Eddy seems to have the phone connect to the SIO port (on rear side of
|
|
the PSX, at least it's depicted like so on the CD cover). This is apparently
|
|
something different than the SCPH-10180 controller-port cable. Unknown what it
|
|
is exactly - probably some mobile internet connection too, maybe also using
|
|
I-mode, or maybe some other protocol.<br/>
|
|
|
|
|
|
|
|
## Controllers - Additional Inputs
|
|
#### Reset Button
|
|
PSX only (not PSone). Reboots the PSX via /RESET signal. Probably including for
|
|
forcefully getting through the WHOLE BIOS Intro, making it rather
|
|
useless/annoying? No idea if it clears ALL memory during reboot?<br/>
|
|
|
|
#### CDROM Shell Open
|
|
Status bit of the CDROM controller. Can be used to sense if the shell is opened
|
|
(and also memorizes if the shell was opened since last check; allowing to sense
|
|
possible disk changes).<br/>
|
|
|
|
#### PocketStation
|
|
Memory Card with built-in LCD screen and Buttons (which can be used as
|
|
miniature handheld console). However, when it is connected to the PSX, the
|
|
buttons are vanishing in the cartridge slot, so the buttons cannot be used as
|
|
additional inputs for PSX games.<br/>
|
|
|
|
#### Serial Port PSX only (not PSone)
|
|
With an external adaptor (voltage conversion), the serial port can be used
|
|
(among others) to connect a RS232 Serial Mouse. Although, most or all
|
|
commercial games with mouse input are probably (?) supporting only Sony's Mouse
|
|
(on the controller port) (rather than standard RS232 devices on the serial
|
|
port).<br/>
|
|
|
|
#### TTY Debug Terminal
|
|
If present, the external DUART can be used for external keyboard input, at the
|
|
BIOS side, this is supported as "std\_in".<br/>
|
|
|
|
|
|
|
|
## Controllers - Misc
|
|
#### Standard Controllers
|
|
```
|
|
SCPH-1010 digital joypad (with short cable)
|
|
SCPH-1080 digital joypad (with longer cable)
|
|
SCPH-1030 mouse (with short cable)
|
|
SCPH-1090 mouse (with longer cable)
|
|
SCPH-1092 mouse (european?)
|
|
SCPH-1110 analog joystick
|
|
SCPH-1150 analog joypad (with one vibration motor, with red/green led)
|
|
SCPH-1180 analog joypad (without vibration motors, with red/green led)
|
|
SCPH-1200 analog joypad (with two vibration motors) (dualshock)
|
|
SCPH-110 analog joypad (with two vibration motors) (dualshock for psone)
|
|
SCPH-10010 dualshock2 (analog buttons, except L3/R3/Start/Select) (for ps2)
|
|
SCPH-1070 multitap
|
|
```
|
|
|
|
#### Special Controllers
|
|
```
|
|
SCPH-4010 VPick (guitar-pick controller) (for Quest for Fame, Stolen Song)
|
|
```
|
|
SLPH-0001 (nejicon)<br/>
|
|
BANDAI "BANC-0002" - 4 Buttons (Triangle, Circle, Cross, Square) (nothing more)<br/>
|
|
|
|
#### SCPH-2000 Keyboard/Mouse adapter
|
|
A PS/2 to PSX controller port adaptor, for educational Lightspan titles.<br/>
|
|
There are two variants of the adaptor:<br/>
|
|
```
|
|
Adaptor with short cable to PSX-controller port (and prototype marking)
|
|
Adaptor without cable, directly plugged into controller port (final version?)
|
|
```
|
|
|
|
#### Joystick
|
|
```
|
|
__________ __________
|
|
| | | ^ | ^
|
|
| L1 R1 | | X <+> O | <+> = Digital Stick
|
|
\ ___| <--- L2 [] ---> |___ v / v
|
|
| | <--- R2 /\ ---> | |
|
|
___| |___________________________| |___ Not sure if all buttons
|
|
| | | SEL STA =?= | | | are shown at their
|
|
| | | | | | correct locations?
|
|
| | |_ [] /\ _| | |
|
|
| _| / L1 R1 \ |_ |
|
|
| \_____/ X O \_____/ |
|
|
| /___\ L2 R2 /___\ |
|
|
| |
|
|
| |
|
|
\___________________________________________/
|
|
```
|
|
|
|
```
|
|
The thumb buttons on the left act as L1 and R1,
|
|
the trigger is L2, the pinky button is R2
|
|
The thumb buttons on the right act as X and O,
|
|
the trigger is Square and the pinky button is Triangle.
|
|
I find this odd as the triggers should've been L1 and R1,
|
|
the pinkies L2 and R2.
|
|
The buttons are redundantly placed on the base as large buttons like what
|
|
you'd see on a fight/arcade stick. Also with Start and Select.
|
|
There is also a physical analog mode switch,
|
|
not a button like on dual shock.
|
|
```
|
|
|
|
|
|
|
|
## Memory Card Read/Write Commands
|
|
#### Reading Data from Memory Card
|
|
```
|
|
Send Reply Comment
|
|
81h N/A Memory Card Access (unlike 01h=Controller access), dummy response
|
|
52h FLAG Send Read Command (ASCII "R"), Receive FLAG Byte
|
|
00h 5Ah Receive Memory Card ID1
|
|
00h 5Dh Receive Memory Card ID2
|
|
MSB (00h) Send Address MSB ;\sector number (0..3FFh)
|
|
LSB (pre) Send Address LSB ;/
|
|
00h 5Ch Receive Command Acknowledge 1 ;<-- late /ACK after this byte-pair
|
|
00h 5Dh Receive Command Acknowledge 2
|
|
00h MSB Receive Confirmed Address MSB
|
|
00h LSB Receive Confirmed Address LSB
|
|
00h ... Receive Data Sector (128 bytes)
|
|
00h CHK Receive Checksum (MSB xor LSB xor Data bytes)
|
|
00h 47h Receive Memory End Byte (should be always 47h="G"=Good for Read)
|
|
```
|
|
Non-sony cards additionally send eight 5Ch bytes after the end flag.<br/>
|
|
When sending an invalid sector number, original Sony memory cards respond with
|
|
FFFFh as Confirmed Address (and do then abort the transfer without sending any
|
|
data, checksum, or end flag), third-party memory cards typically respond with
|
|
the sector number ANDed with 3FFh (and transfer the data for that adjusted
|
|
sector number).<br/>
|
|
|
|
#### Writing Data to Memory Card
|
|
```
|
|
Send Reply Comment
|
|
81h N/A Memory Card Access (unlike 01h=Controller access), dummy response
|
|
57h FLAG Send Write Command (ASCII "W"), Receive FLAG Byte
|
|
00h 5Ah Receive Memory Card ID1
|
|
00h 5Dh Receive Memory Card ID2
|
|
MSB (00h) Send Address MSB ;\sector number (0..3FFh)
|
|
LSB (pre) Send Address LSB ;/
|
|
... (pre) Send Data Sector (128 bytes)
|
|
CHK (pre) Send Checksum (MSB xor LSB xor Data bytes)
|
|
00h 5Ch Receive Command Acknowledge 1
|
|
00h 5Dh Receive Command Acknowledge 2
|
|
00h 4xh Receive Memory End Byte (47h=Good, 4Eh=BadChecksum, FFh=BadSector)
|
|
```
|
|
|
|
#### Get Memory Card ID Command
|
|
```
|
|
Send Reply Comment
|
|
81h N/A Memory Card Access (unlike 01h=Controller access), dummy response
|
|
53h FLAG Send Get ID Command (ASCII "S"), Receive FLAG Byte
|
|
00h 5Ah Receive Memory Card ID1
|
|
00h 5Dh Receive Memory Card ID2
|
|
00h 5Ch Receive Command Acknowledge 1
|
|
00h 5Dh Receive Command Acknowledge 2
|
|
00h 04h Receive 04h
|
|
00h 00h Receive 00h
|
|
00h 00h Receive 00h
|
|
00h 80h Receive 80h
|
|
```
|
|
This command is supported only by original Sony memory cards. Not sure if all
|
|
sony cards are responding with the same values, and what meaning they have,
|
|
might be number of sectors (0400h) and sector size (0080h) or whatever.<br/>
|
|
|
|
#### Invalid Commands
|
|
```
|
|
Send Reply Comment
|
|
81h N/A Memory Card Access (unlike 01h=Controller access), dummy response
|
|
xxh FLAG Send Invalid Command (anything else than "R", "W", or "S")
|
|
```
|
|
Transfer aborts immediately after the faulty command byte, or, occasionally
|
|
after one more byte (with response FFh to that extra byte).<br/>
|
|
|
|
#### FLAG Byte
|
|
The initial value of the FLAG byte on power-up (and when re-inserting the
|
|
memory card) is 08h.<br/>
|
|
Bit3=1 is indicating that the directory wasn't read yet (allowing to sense
|
|
memory card changes). For some strange reason, bit3 is NOT reset when reading
|
|
from the card, but rather when writing to it. To reset the flag, games are
|
|
usually issuing a dummy write to sector number 003Fh, more or less
|
|
unneccessarily stressing the lifetime of that sector.<br/>
|
|
Bit2=1 seems to be intended to indicate write errors, however, the write
|
|
command seems to be always finishing without setting that bit, instead, the
|
|
error flag may get set on the NEXT command.<br/>
|
|
Note: Some (not all) non-sony cards also have Bit5 of the FLAG byte set.<br/>
|
|
|
|
#### Timings
|
|
IRQ7 is usually triggered circa 1500 cycles after sending a byte (counted from
|
|
the begin of the first bit), except, the last byte doesn't trigger IRQ7, and,
|
|
after the 7th byte of the Read command, an additional delay of circa 31000
|
|
cycles occurs before IRQ7 gets triggered (that strange extra delay occurs only
|
|
on original Sony cards, not on cards from other manufacturers).<br/>
|
|
There seems to be no extra delays in the Write command, as it seems, the data
|
|
is written on the fly, and one doesn't need to do any write-busy handling...
|
|
although, theoretically, the write shouldn't start until verifying the
|
|
checksum... so it can't be done on the fly at all...?<br/>
|
|
|
|
#### Notes
|
|
Responses in brackets are don't care, (00h) means usually zero, (pre) means
|
|
usually equal to the previous command byte (eg. the response to LSB is MSB).<br/>
|
|
|
|
Memory cards are reportedly "Flash RAM" which sounds like bullshit, might be
|
|
battery backed SRAM, or FRAM, or slower EEPROM or FLASH ROM, or vary from card
|
|
to card...?<br/>
|
|
|
|
|
|
|
|
## Memory Card Data Format
|
|
#### Data Size
|
|
```
|
|
Total Memory 128KB = 131072 bytes = 20000h bytes
|
|
1 Block 8KB = 8192 bytes = 2000h bytes
|
|
1 Frame 128 bytes = 80h bytes
|
|
```
|
|
The memory is split into 16 blocks (of 8 Kbytes each), and each block is split
|
|
into 64 sectors (of 128 bytes each). The first block is used as Directory, the
|
|
remaining 15 blocks are containing Files, each file can occupy one or more
|
|
blocks.<br/>
|
|
|
|
#### Header Frame (Block 0, Frame 0)
|
|
```
|
|
00h-01h Memory Card ID (ASCII "MC")
|
|
02h-7Eh Unused (zero)
|
|
7Fh Checksum (all above bytes XORed with each other) (usually 0Eh)
|
|
```
|
|
|
|
#### Directory Frames (Block 0, Frame 1..15)
|
|
```
|
|
00h-03h Block Allocation State
|
|
00000051h - In use ;first-or-only block of a file
|
|
00000052h - In use ;middle block of a file (if 3 or more blocks)
|
|
00000053h - In use ;last block of a file (if 2 or more blocks)
|
|
000000A0h - Free ;freshly formatted
|
|
000000A1h - Free ;deleted (first-or-only block of file)
|
|
000000A2h - Free ;deleted (middle block of file)
|
|
000000A3h - Free ;deleted (last block of file)
|
|
04h-07h Filesize in bytes (2000h..1E000h; in multiples of 8Kbytes)
|
|
08h-09h Pointer to the NEXT block number (minus 1) used by the file
|
|
(ie. 0..14 for Block Number 1..15) (or FFFFh if last-or-only block)
|
|
0Ah-1Eh Filename in ASCII, terminated by 00h (max 20 chars, plus ending 00h)
|
|
1Fh Zero (unused)
|
|
20h-7Eh Garbage (usually 00h-filled)
|
|
7Fh Checksum (all above bytes XORed with each other)
|
|
```
|
|
Filesize [04h..07h] and Filename [0Ah..1Eh] are stored only in the first
|
|
directory entry of a file (ie. with State=51h or A1h), other directory entries
|
|
have that bytes zero-filled.<br/>
|
|
|
|
#### Filename Notes
|
|
The first some letters of the filename should indicate the game to which the
|
|
file belongs, in case of commercial games this is conventionally done like so:
|
|
Two character region code:<br/>
|
|
```
|
|
"BI"=Japan, "BE"=Europe, "BA"=America
|
|
```
|
|
followed by 10 character game code,<br/>
|
|
```
|
|
in "AAAA-NNNNN" form ;for Pocketstation executables replace "-" by "P"
|
|
```
|
|
where the "AAAA" part does imply the region too; (SLPS/SCPS=Japan,
|
|
SLUS/SCUS=America, SLES/SCES=Europe) (SCxS=Made by Sony, SLxS=Licensed by
|
|
Sony), followed by up to 8 characters,<br/>
|
|
```
|
|
"abcdefgh"
|
|
```
|
|
(which may identify the file if the game uses multiple files; this part often
|
|
contains a random string which seems to be allowed to contain any chars in
|
|
range of 20h..7Fh, of course it shouldn't contain "?" and "\*" wildcards).<br/>
|
|
|
|
#### Broken Sector List (Block 0, Frame 16..35)
|
|
```
|
|
00h-03h Broken Sector Number (Block*64+Frame) (FFFFFFFFh=None)
|
|
04h-7Eh Garbage (usually 00h-filled) (some cards have [08h..09h]=FFFFh)
|
|
7Fh Checksum (all above bytes XORed with each other)
|
|
```
|
|
If Block0/Frame(16+N) indicates that a given sector is broken, then the data
|
|
for that sector is stored in Block0/Frame(36+N).<br/>
|
|
|
|
#### Broken Sector Replacement Data (Block 0, Frame 36..55)
|
|
```
|
|
00h-7Fh Data (usually FFh-filled, if there's no broken sector)
|
|
```
|
|
|
|
#### Unused Frames (Block 0, Frame 56..62)
|
|
```
|
|
00h-7Fh Unused (usually FFh-filled)
|
|
```
|
|
|
|
#### Write Test Frame (Block 0, Frame 63)
|
|
Reportedly "write test". Usually same as Block 0 ("MC", 253 zero-bytes, plus
|
|
checksum 0Eh).<br/>
|
|
|
|
#### Title Frame (Block 1..15, Frame 0) (in first block of file only)
|
|
```
|
|
00h-01h ID (ASCII "SC")
|
|
02h Icon Display Flag
|
|
11h...Icon has 1 frame (static) (same image shown forever)
|
|
12h...Icon has 2 frames (animated) (changes every 16 PAL frames)
|
|
13h...Icon has 3 frames (animated) (changes every 11 PAL frames)
|
|
Values other than 11h..13h seem to be treated as corrupted file
|
|
(causing the file not to be listed in the bootmenu)
|
|
03h Block Number (1-15) "icon block count" Uh?
|
|
(usually 01h or 02h... might be block number within
|
|
files that occupy 2 or more blocks)
|
|
(actually, that kind of files seem to HAVE title frames
|
|
in ALL of their blocks; not only in their FIRST block)
|
|
(at least SOME seem to have such duplicated title frame,
|
|
but not all?)
|
|
04h-43h Title in Shift-JIS format (64 bytes = max 32 characters)
|
|
44h-4Fh Reserved (00h)
|
|
50h-5Fh Reserved (00h) ;<-- this region is used for the Pocketstation
|
|
60h-7Fh Icon 16 Color Palette Data (each entry is 16bit CLUT)
|
|
```
|
|
For more info on entries [50h..5Fh], see<br/>
|
|
[Pocketstation File Header/Icons](pocketstation.md#pocketstation-file-headericons)<br/>
|
|
|
|
#### Icon Frame(s) (Block 1..15, Frame 1..3) (in first block of file only)
|
|
```
|
|
00h-7Fh Icon Bitmap (16x16 pixels, 4bit color depth)
|
|
```
|
|
Note: The icons are shown in the BIOS bootmenu (which appears when starting the
|
|
PlayStation without a CDROM inserted). The icons are drawn via GP0(2Ch)
|
|
command, ie. as Textured four-point polygon, opaque, with texture-blending,
|
|
whereas the 24bit blending color is 808080h (so it's quite the same as raw
|
|
texture without blending). As semi-transparency is disabled, Palette/CLUT
|
|
values can be 0000h=FullyTransparent, or 8000h=SolidBlack (the icons are
|
|
usually shown on a black background, so it doesn't make much of a difference).<br/>
|
|
|
|
#### Data Frame(s) (Block 1..15, Frame N..63; N=excluding any Title/Icon Frames)
|
|
```
|
|
00h-7Fh Data
|
|
```
|
|
Note: Files that occupy more than one block are having only ONE Title area, and
|
|
only one Icon area (in the first sector(s) of their first block), the
|
|
additional blocks are using sectors 0..63 for plain data.<br/>
|
|
|
|
#### Shift-JIS Character Set (16bit) (used in Title Frames)
|
|
Can contain japanese or english text, english characters are encoded like so:<br/>
|
|
```
|
|
81h,40h --> SPC
|
|
81h,43h..97h --> punctuation marks
|
|
82h,4Fh..58h --> "0..9"
|
|
82h,60h..79h --> "A..Z"
|
|
82h,81h..9Ah --> "a..z"
|
|
```
|
|
Titles shorter than 32 characters are padded with 00h-bytes.<br/>
|
|
Note: The titles are \<usually\> in 16bit format (even if they consist of
|
|
raw english text), however, the BIOS memory card manager does also accept 8bit
|
|
characters 20h..7Fh (so, in the 8bit form, the title could be theoretically up
|
|
to 64 characters long, but, nethertheless, the BIOS displays only max 32
|
|
chars).<br/>
|
|
For displaying Titles, the BIOS includes a complete Shift-JIS character set,<br/>
|
|
[BIOS Character Sets](kernelbios.md#bios-character-sets)<br/>
|
|
Shift-JIS is focused on asian languages, and does NOT include european letters
|
|
(eg. such with accent marks). Although the non-japanese PSX BIOSes DO include a
|
|
european character set, the BIOS memory card manager DOESN'T seem to translate
|
|
any title character codes to that character set region.<br/>
|
|
|
|
|
|
|
|
## Memory Card Images
|
|
There are a lot of different ways to get a save from a memory card onto your
|
|
PC's hard disk, and these ways sometimes involve sticking some additional
|
|
information into a header at the beginning of the file.<br/>
|
|
|
|
#### Raw Memory Card Images (without header) (ie. usually 128K in size)
|
|
```
|
|
SmartLink .PSM,
|
|
WinPSM .PS,
|
|
DataDeck .DDF,
|
|
FPSX .MCR,
|
|
ePSXe .MCD...
|
|
```
|
|
don't stick any header on the data at all, so you can just read it in and treat
|
|
it like a raw memory card.<br/>
|
|
|
|
All of these headers contain a signature at the top of the file. The three most
|
|
common formats and their signatures are:<br/>
|
|
|
|
```
|
|
Connectix Virtual Game Station format (.MEM): "VgsM", 64 bytes
|
|
PlayStation Magazine format (.PSX): "PSV", 256 bytes
|
|
```
|
|
|
|
some programs will OMIT any blank or unallocated blocks from the end of the
|
|
memory card -- if only three save blocks on the card are in use, for example,
|
|
saving the other twelve is pointless.<br/>
|
|
|
|
#### Xploder and Action Replay Files (54 byte header)
|
|
```
|
|
00h..14h Filename in ASCII, terminated by 00h (max 20 chars, plus ending 00h)
|
|
15h..35h Title in ASCII, terminated by 00h (max 32 chars, plus ending 00h)
|
|
36h.. File Block(s) (starting with the Title sector)
|
|
```
|
|
This format contains only a single file (not a whole memory card). The filename
|
|
should be the same as used in the Memory Card Directory. The title is more or
|
|
less don't care; it may be the SHIFT-JIS title from the Title Sector converted
|
|
to ASCII.<br/>
|
|
|
|
#### Other
|
|
"There exists another single-save format with a 128 byte header containing a
|
|
raw index frame for the initial block, which must be updated to match the
|
|
destination card, and the raw save data. I have seen this format once, but I
|
|
don't remember what it was called or where it came from. You may want to
|
|
account for this possibility in your format detection logic."<br/>
|
|
|
|
#### .GME Files (usually 20F40h bytes)
|
|
InterAct GME format, produced by the DexDrive.<br/>
|
|
```
|
|
000h 12 ASCII String "123-456-STD",00h
|
|
00Ch 4 Usually zerofilled (or meaningless garbage in some files)
|
|
010h 5 Always 00h,00h,01h,00h,01h
|
|
015h 16 Copy of Sector 0..15 byte[00h] ;"M", followed by allocation states
|
|
025h 16 Copy of Sector 0..15 byte[08h] ;00h, followed by next block values
|
|
035h 11 Usually zerofilled (or meaningless garbage in some files)
|
|
040h F00h Fifteen Description Strings (each one 100h bytes, padded with 00h)
|
|
F40h 128K Memory Card Image (128K) (unused sectors 00h or FFh filled)
|
|
```
|
|
This is a very strange file format, no idea where it comes from. It contains a
|
|
F40h bytes header (mainly zerofilled), followed by the whole 128K of FLASH
|
|
memory (mainly zerofilled, too, since it usually contains only a small single
|
|
executable file).<br/>
|
|
|
|
|
|
|
|
## Memory Card Notes
|
|
#### Sony PSX Memory Cards
|
|
Sony has manufactured only 128KByte memory cards for PSX, no bigger/smaller
|
|
ones.<br/>
|
|
|
|
#### Sony PS2 Memory Cards
|
|
A special case would be PS2 cards, these are bigger, but PS2 cards won't fit
|
|
into PSX cards slots (unless when cutting an extra notch in the card edge
|
|
connector), a PSX game played on a PS2 console could theoretically access PS2
|
|
cards (if it supports the different directory structure on that cards).<br/>
|
|
|
|
#### Third Party Cards with bigger capacity
|
|
Some third party cards contain larger memory chips, however, the PSX
|
|
games/kernel are supporting only regular 128Kbyte cards, so the extra memory
|
|
can be used only by dividing it into several 128Kbyte memory card images.<br/>
|
|
Selecting a different memory card image can be done by a switch or button on
|
|
the card, or via joypad key combinations (joypad/card are sharing the same
|
|
signals, so the card could watch the traffic on joypad bus, provided that the
|
|
MIPS CPU is actually reading the joypad).<br/>
|
|
|
|
#### Third Party Cards with bigger capacity and Data Compression
|
|
Some cards are additionally using data compression to increase the card
|
|
capacity, but that techinque is having rather bad reputation and could result
|
|
in data loss. For example, if a game has allocated four blocks on the memory
|
|
card, then it'll expect to be able to overwrite that four blocks at any time
|
|
(without needing to handle "memory card full" errors), however, if the card is
|
|
full, and if the newly written data has worse compression ratio, then the card
|
|
will be unable to store the new game position (and may have already overwritten
|
|
parts of the old game position). As a workaround, such cards may use a LED to
|
|
warn users when running low on memory (ideally, there should be always at least
|
|
128Kbytes of free memory).<br/>
|
|
|
|
#### Joytech Smart Card Adaptor
|
|
The smart card adaptor plugs into memory card slot, and allows to use special
|
|
credit card-shaped memory cards. There don't seem to be any special features,
|
|
ie. the hardware setup does just behave like normal PSX memory cards.<br/>
|
|
|
|
#### Datel VMEM (virtual memory card storage on expansion port)
|
|
The Datel/Interact VMEM exists as standalone VMEM cartridge, and some Datel
|
|
Cheat Devices do also include the VMEM feature. Either way, the VMEM connects
|
|
to expansion port, and contain some large FLASH memory, for storing multiple
|
|
memory cards on it. Unknown, how that memory is accessed (maybe it must be
|
|
copied to a regular memory card, or maybe they've somehow hooked the Kernel (or
|
|
even the hardware signals?) so that games could directly access the VMEM?<br/>
|
|
|
|
#### Passwords (instead of Memory Cards)
|
|
Some older games are using passwords instead of memory cards to allow the user
|
|
to continue at certain game positions. That's nice for people without memory
|
|
card, but unfortunately many of that games are restricted to it - it'd be more
|
|
user friendly to support both passwords, and, optionally, memory cards.<br/>
|
|
|
|
#### Yaroze Access Cards (DTL-H3020)
|
|
The Yaroze Access Card connects to memory card slot, the card resembles regular
|
|
memory cards, but it doesn't contain any storage memory. Instead, it does
|
|
merely support a very basic Access Card detection command:<br/>
|
|
```
|
|
Send Reply Comment
|
|
21h N/A? Probably replies HighZ (ie. probably reads FFh)?
|
|
53h 0xh? Replies unknown 8bit value (upper 4bit are known to be zero)?
|
|
```
|
|
Ie. when receiving 21h as first byte, it replies by an ACK, and does then
|
|
output 0xh as response to the next byte.<br/>
|
|
Without the Access Card, the Yaroze Bootdisc will refuse to work (the disc
|
|
contains software for transferring data to/from PC, for developing homebrew
|
|
games).<br/>
|
|
|
|
#### Pocketstation (Memory Card with built-in LCD screen and buttons)
|
|
[Pocketstation](pocketstation.md)<br/>
|