MetalliC
Champion
Thanks @MetalliC . What a monster of a datasheets for this series; over 1300 pages. Confirmed flash based part. I agree no restrictions/protection on flash read back after reading through relevant parts of datasheet.@brizzo on the photo is F2138AFA20V H8S/2138A
this is a main question.How badly do people want or need this to be fixed?
Was looking at that and excited you could push code into RAM and execute... but then read this at the end of 'boot mode programming':besides Programmer Mode there is also interesting looking "Boot Loader Mode", while in it MCU receive some code via SCI, put it in RAM and run.
In boot mode, if any data has been programmed into the flash memory (if all data is not 1), allflash memory blocks are erased. Boot mode is for use when user program mode is unavailable,such as the first time on-board programming is performed, or if the program activated in userprogram mode is accidentally erased.
11bits per player suggests it only supports 5buttons. Has anyone verified the I/O does actually support 6 buttons? If not, then maybe one of the unpopulated jumpers tells the board to use 6 buttons like on the Sega Rev.Bagree with pic, CVS2 game require 6 buttons per player (12 bits in total) but this JVS IO reports it have only 11, while in reality it supports more.
so, yes, piece of poop.
patch is done, you may drop some coins to Dumping Unionhttp://smitdogg.mameworld.info/dumping/union.htmlhope a patch could be found/made, I would happily donate Paypal funds.![]()
JP1 is connected to the mode pins on the mcu (sets internal mcu mode for programming)maybe one of the unpopulated jumpers tells the board to use 6 buttons like on the Sega Rev.B
Perhaps not, but dumping all the things is important. But then we can at least validate without doubt how the code is writtenI don't necessarily agree the "fix" is reprogramming the I/O.
Ahh good to know about the jumpers.JP1 is connected to the mode pins on the mcu (sets internal mcu mode for programming)JP2 is connected to serial uart port (tx1,rx1) and a few extra i/o -- used for in-system programming and/or external device like lcd touch screen or some other accessorymaybe one of the unpopulated jumpers tells the board to use 6 buttons like on the Sega Rev.B
Perhaps not, but dumping all the things is important. But then we can at least validate without doubt how the code is writtenI don't necessarily agree the "fix" is reprogramming the I/O.![]()
yes it was tested, all 6 buttons works just fine.11bits per player suggests it only supports 5buttons. Has anyone verified the I/O does actually support 6 buttons?
highly unlikely, in newer JVS standard revisions "function check" JVS command had same output format.If it does support 6 buttons, I wonder if the Naomi is incorrectly interpreting the feature check response from the I/O.
We need to log it... It could be that the command version or jvs revision has been updated since the end of the Naomi.
I see what your saying, but I think it just depends on how its stepping through the response data. If its just blindly jumping 4 bytes from the Function check (0x01) to the next expected function byte ( Coin Function ), then yea format didn't change. But is it possible that its jumping 3 bytes and then increment 1 until it reaches Coin Function (0x02) and so on? If so then the format could of changed.yes it was tested, all 6 buttons works just fine.11bits per player suggests it only supports 5buttons. Has anyone verified the I/O does actually support 6 buttons?highly unlikely, in newer JVS standard revisions "function check" JVS command had same output format.in btns part it is only 3 bytes - players num, bits per player, 0 (unused).If it does support 6 buttons, I wonder if the Naomi is incorrectly interpreting the feature check response from the I/O.
We need to log it... It could be that the command version or jvs revision has been updated since the end of the Naomi.
facing the fact everything else looks ok (board name, coin inputs#, outputs#) it clearly looks like mistake in firmware. OR may be somehow configured.
Identical in that they both report 11 bits aka 5 buttons, when in actuality they support all 6 via Taito official J/K wiring (and confirmed by Marvel vs Capcom 2 on Naomi).jassin's first post made it seem like both firmware were identical.