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I did play it and I don't remember that happening, but I'm used to old games having sticky buttons, so I might have just thought that's what was happening.
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I've got the following handheld, I would gladly send them for decapping and/or dumping if someone is interested. * Mini Classics : Donkey Kong Jr. (I don't remember the year of release but the case has a copyright notice with the year 1998) * Mini Classics : Spiderman (2005) * Tuttuki Bako (A weird japanese handheld from Bandai released in 2008) Hap sent me Donkey Kong Jr Mini and Super Mario World Mini, but I haven't done anything with them yet. I'll put DKJR on the list to de-glob and see if it has a microprocessor that we can do something with. DKJR Mini has a Holtek HTGT43G0. I need to clean it up some more, but it looks like an MCU. A quick search didn't turn up anything.
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Closest I got to on my Google quest was Holtek HT44300, maybe same series? Anyway, good thing to know that these Mini Classics definitely don't have a Sharp MCU.
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Here's a die shot: https://seanriddledecap.blogspot.com/2017/07/blog-post_8.htmlI count 81 pads and maybe 320 nibbles of RAM, so maybe a big brother to the HT443A0? The ROM is mostly obscured by traces, but I can't see any bits in the open areas, anyway. Most of the segment outputs are unused for DKJR Mini.
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Kaede sent me the handheld LCD games Tiger Double Dragon and Orlitronic Lucky Luke. I de-globbed them and got a couple of surprises. Double Dragon has a Sharp SM5, but not the 510, 511 or 512. The part # on the die is KMS570, whereas the 510 is CMS54C and the 511 is KMS73B. It's not a 512 because there are only 59 pads. There are 4 LCD driver commons, so it's not the SM5A. Lucky Luke has a SMOS SMC1112. I couldn't find a data sheet for it, but the 1984 IC Master says "1/4 duty 32-segment LCD driver. Instruction set is same as TMS1000". It also lists the SMC1102 with the same description. Patent US5051967 shows the pinout, and there's a data sheet for the SMC1102 that has a slightly different pinout than the patent shows. https://seanriddledecap.blogspot.com/2017/07/blog-post_5.htmlhttps://seanriddledecap.blogspot.com/2017/07/blog-post_9.html<edit> The Double Dragon die is identical to an SM510. Looking closer at the part #, I can actually see three different codes on top of each other: CMS54C, KMS593 and KMS570. 593 is the ROM ID; there's another label with just that number.
Last edited by seanriddle; 07/09/17 07:11 AM.
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That SMC1112 is interesting =) I hope that the LCD opcodes are same as in TI's chips(of which no documentation is available). Looks like TDO is changed to TASR(ACC to LCD-shiftreg), and 4 opcodes(TSG1-4) to transfer shiftreg to 4 commons.
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I'm adding Blades of Steel 1st. I verified the ROM, it's good. Gameplay is working fine, but segment IDs on the left side of the screen are all wrong, for example the text, the score, the arrow behind the goalie. Can you doublecheck them? Please update to this .svg first(small changes, eg. added white background layer): http://tsk-tsk.net/net/temp/svg/kblades.svg
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Will do. I fill in the object descriptions with the common and segment trace numbers (1-1, 1-2, 1-3, ..., 4-33) by driving the LCD lines one-by-one and seeing what segment turns on. Then I translate those to the x.y.z format and put that into the titles, so I could have messed up that translation. But BOS's segment connections are straight A1, B1, A2, ... BS, so that seems unlikely. The 4 common lines are routed to the first 4 and last 4 traces on the LCD, but not always in the same order. In this case, the left four are 4, 3, 2, 1 and the right 4 are 1, 2, 3, 4. I have to connect the corresponding ones together as I'm driving the segments, and if I connect them wrong, the wrong segments will turn on.
D'oh- It looks like I reversed the commons; I used 0, 1, 2, 3 for the commons, but they are wired to the LCD as 3, 2, 1, 0. That should be an easy but tedious fix. I'll make sure everything else is OK, and I'll check the other games to see if I did the same to any of them.
But that seems like it would mess up the segments on both the left and right sides. Maybe I also connected the first 4 and last 4 traces reversed, so that the right side turned out correct....
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I verified that the descriptions were all correct, so that just meant changing each z to 3-z: www.seanriddle.com/kbladesskr.svgI checked the LCD connections for the other games and it looks like I did them correctly. DD and Sonic are both very simple H1 H2 H3 H4 A1...BS H4 H3 H2 H1, but Bucky has H1 H2 H3 H4 .... H1 H2 H3 H4, and 4 of the segment outputs are out of order; B16 is after B2, BS is after B5, and A3 and B3 are after A16. Let me know if anything else looks weird and I'll check again.
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