Nintendo 1504166 Programming Manual - Page 141
Multi-player Communication Flow Example
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AGB Programming Manual Multi-player Communication Flow (Example) Set (0) in (d15) of Register RCNT Set (1,0) in (d12,d13) of Control Register SIOCNT Communication Functions Set transfer data Is (d03) of Register SIOCNT, (1)? Yes No No Either there is an improper connection due to the Multi- play Cable, or the other machine is not in Multi-play Yes mode. Do you want to abort communication? Yes Is (d02) of Register SIOCNT, (0)? No Connected as Master Set start flag for Register SIOCNT Output data and obtain data from all slaves Connected as Slave Wait for input from master Communication is started by the master and data is obtained from other machines. Once this particular slave's number is reached, data is output. The multi-play ID# is stored in Transmit End(Send/Receive) (d05,d04) of Register SIOCNT Transmit End(Send/Receive) If the Interrupt Request Enable Flag is set for Register SIOCNT, an interrupt request is generated ©1999 - 2001 Nintendo of America Inc. 141 D.C.N. AGB-06-0001-002B4