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Sorry, I thought I uploaded the ROM dump ages ago with the original data. I didn't. I uploaded it now, it should be sitting in the turtles directory now.

stargate is similar to turtles; nearly identical hardware with a different program in the COP411.

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Originally Posted By Lord Nightmare
Well, the one I have works, and it doesn't take too long (in my opinion) to program it. In fact both players can program their side at the same time simultaneously since the game keeps track of both player 1 and 2's sliders.


I remember being disappointed when I got it. I was expecting there to be sensors in each hole that would detect where your ships and pegs were.

This reminds me... Has anyone dumped "The Generals Electronic Strategy Game" that came out in 1980? It was kind of like Stratego, except when you were challenging an opponent's piece, both players put their pieces on a little electronic device that read the bumps on the bottom of the pieces and determined which player's piece won the confrontation without actually revealing what the piece was.

You can see a picture here...
http://www.amazon.com/The-Generals-Electronic-Strategy-Board/dp/B000JL2292

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There IS an MB electronic Stratego game which sounds like it does something similar to that. Unfortunately it sells for quite a bit on ebay, it seems.

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Originally Posted By kevtris
I am putting these games back together, and I discovered a factory test for doraemon. If pin 35 is grounded (pulled high) at power-up it will go through a display and audio test. There's a pad connected to the pin but it doesn't go anywhere, so it looked highly suspicious. turned out I was right.
Speaking of test modes, when I was little I found a sound test of sorts in the first Konami TMNT LCD handheld, which would play every sound one after the other in a loop. You can easily access it by fiddling with the batteries so that there's just a brief power cut, but there may be a more official way to access it as in the Doraemon game.

So... whenever those handhelds are supported, that may be something to look into.


LCD artwork scans and cleanups: https://mega.nz/#F!uFYSzK7S!U-lJon9jsqyoCX_3y7_KLA
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Awesome job, guys smile


"A user interface is like a joke. If you have to explain it, it's not that good."
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Originally Posted By ICEknight
Speaking of test modes, when I was little I found a sound test of sorts in the first Konami TMNT LCD handheld, which would play every sound one after the other in a loop. You can easily access it by fiddling with the batteries so that there's just a brief power cut, but there may be a more official way to access it as in the Doraemon game.

So... whenever those handhelds are supported, that may be something to look into.

I've dumped the ROM from TMNT (and Top Gun); they both use Sharp SM51x MCUs. I'll look into IDing the LCD segments.

The '511 in TMNT has a "melody ROM", so it's possible the power glitch just started it playing.

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Originally Posted By kevtris
I am putting these games back together, and I discovered a factory test for doraemon. If pin 35 is grounded (pulled high) at power-up it will go through a display and audio test. There's a pad connected to the pin but it doesn't go anywhere, so it looked highly suspicious. turned out I was right.


That's awesome, thanks hap for adding that to mess too... Now I may have to install a little switch under the 'Open' button or something. 'Mod' my handhelds...

I wonder if the other two in the series do that as well... You'll be getting those soon...

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I suspect there's more test modes hidden away in some other games; a lot of the games with D552/553 CPUs in them I dumped have inputs that are pulled down, but do not go to anything. It's possible there's extra things present like test modes, or extra skill/options that didn't make it into the finished game.

It's also possible they just pulled down the other inputs for fun, to make PCB routing easier. One thing I found weird is that most bambino games connect say a 3 position skill switch to three inputs on the micro. You only need two inputs to the micro for this. 2 inputs gives 4 combinations, and 3 inputs give 8. I wonder if you input "invalid" combinations if you get more skill levels or something, or test modes or similar.

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I took the electronic ROM dump of Mattel Jacks and compared the bits to the picture of the ROM array and figured out the mapping. Then I used that mapping to create a ROM dump from the picture of the Plus One ROM array: www.seanriddle.com/cop410l.html

Since Plus One's COP410L was in an 8-pin DIP, I'm not sure which pins were used for which signals, but hopefully that can be determined fairly easily once it is emulated.

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I got those boards today Sean, thanks. I should be able to dump the three of them (MM7x and the D557), but the other two probably not. I can't find a single shred of info about them except this thread and a calculator website saying "yup, this chip is in a blackjack playing calculator!".

I will poke on them a little but probably won't spend a lot of time on them since even if I do get data out, it probably won't be useful.

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