Giga Universe
Working on a tool.
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- South Africa
- Seen Sep 30, 2012
amoliski been doing some research on making custom multiplayer routines, so we could have a GBA underground game, maybe more mini games, etc. So lets get right into what I've found. There are several modes of transfer in the GBA, two which are obsolete for what I want to do, and two are perfect. These two are 2 player link, and 4 player. I'll post for 4 player, as you don't necessarily need all four players.
Code:
0x4000134 - Mode selection
Bit Explanation
0 - Current SC State
1 - Current SD State
2 - Current SI State
3 - Current SO State
4 - 0 (Unused)
5 - 0 (Unused)
6 - 0 (Unused)
7 - 0 (Unused)
8 - 0 (Unused)
9 - 0 (Unused)
10 - 0 (Unused)
11 - 0 (Unused)
12 - 0 (Unused)
13 - 0 (Unused)
14 - 0 (Unused)
15 - Must be 0 for Multiplayer Mode
0x4000128 - Control
Bit Explanation
0 - Rate (0 = 9600bps, 1= 38400bps, 1 and next bit 0 = 57600bps, 1 and next bit 1 = 115200bps)
1 - Rate (used in conjunction with above bit)
2 - SI-Terminal (0=Parent/Master, 1=Child/Slave)
3 - SD-Ternimal (0=Bad Connection, 1=All Ready)
4 - Multiplayer ID (0=Parent, 1=1st Child, 1 and next bit 0=2nd Child, 1 and next bit 1=3rd child)
5 - Multiplayer ID (used in conjunction with above bit)
6 - Error (0=None, 1=Error)
7 - Start/Busy (0=Inactive, 1=Start or Busy)
8 - Unused (set to 0)
9 - Unused (set to 0)
10 - Unused (set to 0)
11 - Unused (set to 0)
12 - Must be 0
13 - Must be 1
14 - IRQ Enable (0=Disable, 1=Enable)
15 - Not used (Read only, always 0)
400012A - Data to be send - 16bit
4000120 - Parent Data
4000122 - 1st Child Data
4000124 - 2nd Child Data
4000126 - 3rd Child Data