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Documentation for SGM


PkK

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No, I mean the thing designed by Eduardo, but IMO in the "official" thread there's too many thing put into one thread, and my question has a well-defined focus, which makes it unlikely to descend into another "when will it be there", so I made a new thread.

The information I'm looking for is what hardware at which I/O or memory address, etc.

I remember having read such information a few years ago, but I don't know how much has changed since.

 

Philipp

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No, I mean the thing designed by Eduardo, but IMO in the "official" thread there's too many thing put into one thread, and my question has a well-defined focus, which makes it unlikely to descend into another "when will it be there", so I made a new thread.

The information I'm looking for is what hardware at which I/O or memory address, etc.

I remember having read such information a few years ago, but I don't know how much has changed since.

 

Philipp

 

Ed described some of the specs of the Super Game Module in a video for last years ADAMCON

 

https://www.youtube.com/watch?v=sche6lSDYKw&feature=plcp

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There's some info I could share with you, Philipp, but the thing is that I'm not sure what Eduardo's policy is regarding sharing the SGM's documentation. Does he want to keep a certain control over who knows what? Or does he at least want to keep tabs on who has the knowledge? I believe he doesn't mind sharing the tech docs with anyone who's interested in it, but my point is that it's not my place to share the info I have. Eduardo should be the one posting it in this thread, or if he doesn't want to make it fully public, he can at least specify his policies on the subject.

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I will post detailed documentation as soon as I have all the SGM routines finished and tested, which should happen pretty soon. Then I will have a certification program in place to make sure that SGM games are safe to use with ADAMs, and the first requirement to get certification is to use my detection routines (and don't mess with any of the SGM control registers after that).

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How will the SGM behave wrt. RAM when the game does no SGM/Adam-specific things? Will there be 24K of RAM, mapped as in the Adam, or will the SGM RAM be disabled, with the game only seeing the 1K mapped into 8K RAM of the ColecoVision?

 

Philipp

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How will the SGM behave wrt. RAM when the game does no SGM/Adam-specific things? Will there be 24K of RAM, mapped as in the Adam, or will the SGM RAM be disabled, with the game only seeing the 1K mapped into 8K RAM of the ColecoVision?

 

Philipp

 

The latter.

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