In other cases, this was done for the first few handhelds, then some additional time was spent investigating the surrounding circuitry to look for a possible verification mode for the chip, where it'll spit out its internal ROM if poked the right way on its pins.
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The idea is that the IC manufacturer's customer typically needs a way to verify that the product is programmed correctly. So, if that can be done, then there's: 2) Use documented (or not) methods to dump the ROM contents electronically.
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Once the data is in-hand, it's a straightforward enough thing to handle. It's just adding another CPU core to MAME (if it's an unsupported architecture), and bashing out a machine driver. The machine driver itself is usually pretty small, too.
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Art-wise, there's usually some additional doing that needs done: Either wire up the VFD/LCD so that you can photograph all elements, and hand-vectorize them, since MAME supports segmented artwork in SVG format.
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Given the sheer number of Nintendo Game & Watch units using the same (or similar) footprints for the LCD ribbon across generations, folks like
@algestam went so far as to design breakout boards and have them fabricated for easier, cleaner photographing. He can give more detail.pic.twitter.com/1eJah02G73
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Vastauksena käyttäjille @TheMogMiner, @Robotube ja
Also, that photo appears to be rotated 90 degrees clockwise compared to the orientation in which I photographed it, and the orientation that Paint Dot NET presented it in. Ah well.
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Vastauksena käyttäjille @TheMogMiner, @Robotube ja
Beyond that, there are LCD handhelds that've been decapped, and use an MCU, but we haven't been able to determine which. In other, really cheap handhelds, it's managed purely by a gate array. Since MAME has a netlist solver, it's not a fatal blocker, but it'd need transcription.
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Vastauksena käyttäjille @TheMogMiner, @Robotube ja
What I find interesting from all that is the long relationship Nintendo have had with Sharp. They used Sharp MCUs in the entire Game & Watch line. They used Sharp MCUs for the security ICs in their cartridge-based consoles. And a Sharp LR35902 for the Game Boy's CPU.
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Thank you for all this! This is *fascinating* to me since I have LOADS of these and repair them very frequently as well. I've been into portable electronic games for literally decades, and seeing them emulated has really piqued my curiosity on the process. Well done.
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I want to say "Thanks!", but in all honesty, I'm just an observer. I organized the funding and purchasing of the majority of the Game & Watch line to send over to Sean Riddle and later
@algestam here, but I had no hand on the technical side.1 vastaus 0 uudelleentwiittausta 2 tykkäystä
I've been a regular contributor to MAME since 2002 or so, but the LCD/VFD side of things wasn't my doing. The coding involved was almost single-handedly the dev who goes by the alias "hap".
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I see. Nonetheless, I appreciate the education. Learned so much reading this. I'd love to know how these were originally coded, like on what sort of workstations and what language.
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Language-wise, almost guaranteed to be whatever assembler dialect was provided by the chip manufacturers. Not enough room for high-level overhead. Workstation/mainframe-wise, probably bespoke machines or terminals wired to some PDP-series or VAX.
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