AGB Programming Manual
Communication Functions
©1999 - 2001 Nintendo of America Inc.
141
D.C.N. AGB-06-0001-002B4
Multi-player Communication Flow (Example)
Set (0) in (d15) of Register
RCNT
Set (1,0) in (d12,d13) of
Control Register SIOCNT
Is (d03) of Register
SIOCNT, (1)?
Yes
Is (d02) of Register
SIOCNT, (0)?
Connected as Master
Set start flag for Register
SIOCNT
Connected as Slave
Wait for input from master
Yes
No
Either there is an improper
connection due to the Multi-
play Cable, or the other
machine is not in Multi-play
mode. Do you want to abort
communication?
No
Yes
No
Output data and obtain data
from all slaves
Communication is started by
the master and data is
obtained from other
machines. Once this
particular slave's number is
reached, data is output.
The multi-play ID# is stored in
(d05,d04) of Register SIOCNT
If the Interrupt Request
Enable Flag is set for Register
SIOCNT, an interrupt
request is generated
Set transfer data
Transmit End(Send/Receive)
Transmit End(Send/Receive)