![]() Per Jensen on A Different Approach To EV Conversions.daveboltman on Do-Everything LED Indicator Light Runs From 4V To 60V.daveboltman on A Different Approach To EV Conversions.0xfred on A Different Approach To EV Conversions.Joe on Honda Headunit Reverse Engineering, And The Dismal State Of Infotainment Systems.Michael Joseph Ballezza on You Can 3D Print A 12,500 RPM Brushless Motor.I think that defines Sinclair, coming from cheap hobby electronics, and the American companies, from a land fat with dollars and thinking like cut-down mainframe designers. Compared to the American machines that, for some reason, implemented old mainframe modem protocols for cassette tape, and took half an hour for the same thing.ġ0 times faster to load, and all done off a line on the ULA entirely bit-banged in software. The Spectrum had the distinction of using a fast baud rate on tape, 48K took 3 1/2 minutes to load. It would have been fine for piracy, except most Spectrum users stuck with the supply your own cassette player option, and when cheap hifi systems with twin tape decks came out, piracy was everywhere anyway. Handy cos there were a few third-party disk drives, and even the Sinclair Microdrives needed it if you wanted to have some actual games to load off them. It’s other use was dumping memory / registers (like an emulator save-state) to storage devices other than the cassette tape. The 8K RAM meant you could load software in specifically tuned to different sorts of cheat-finding, and I’m pretty sure there was a disassembler for it. So you could do that same sort of thing, search for values and change them etc. The later versions had an NMI button, 8K ROM that swapped with the system ROM, and 8K RAM to put your own routines in. Multiface on the ZX Spectrum (and Amstrad, C64, Atari ST and whatever else) was similar. It’s an amazingly simple device for all the amazement it imbued in our young impressionable minds. As for the circuitry inside the Game Genie, there’s really not much aside from an un-Googleable GAL (general array logic) and a tiny epoxied microcontroller. Of course, all this information could be gleaned from the original patent for the Game Genie. Otherwise, the Genie lets hands off the original data to the CPU. Using an 8-bit code, the Game Genie returns a specific byte if the compare bytes are equal. For this bank-switching setup, the Game Genie uses an 8-bit code it’s just like the 6-bit code, only with the addition of a ‘compare’ byte. Since areas of data are constantly being taken in and out of the CPU’s address space, merely returning a set value whenever a specific address is accessed would be disastrous. Some games, especially ones made in the late years of their respective systems, use memory mapping to increase the code and data provided on the cartridges. ![]() Thus, infinite lives become a reality with just a 6-character code. For the 6-character codes, whenever the address referenced by the Game Genie code is accessed, a specific data byte is returned. Both these types of codes translate into a 15-bit address in the game ROM (from 0x8000 to 0xFFFF for the 6502-based NES) and a data byte. There are two varieties of Game Genie codes – 6-character codes and 8-character codes. There is, of course, a rhyme and reason behind the Genie and put together a great walkthrough of how the Game Genie works. To someone who doesn’t yet know where the 1-up is in the first level of Super Mario Bros., the Game Genie seems magical. Those of us old enough to remember blowing into cartridges will probably remember the Game Genie – a device that plugs in to an NES, SNES, Sega Genesis, or Game Boy that gives the player extra lives, items, changes the difficulty, or otherwise modifies the gameplay. ![]()
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