Figure 108 - Multi-Player Communication Flow (Example) - Nintendo GAME BOY ADVANCE Programming Manual

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May 25, 2005

Figure 108 - Multi-player Communication Flow (Example)

Previous
communication
confirms that ID is
as a Slave
Set Communication Data
During communication, a
busy flag is set
© 1999-2005 NINTENDO
16-Bit Multi-player Communication
Set (d15) in register 
RCNT to (0)
Set (d13,d12) in register 
SIOCNT to (1,0)
Communication Mode
Is ID "0"
(either Master or no
No
communication)?
No
Determine that
connection is as a
Slave
Communication is
terminated and ID is
confirmed
If register SIOCNT's
interrupt request
authorization flag is set,
then an interrupt request
results
Multi-Play
Yes
Is the SD "Lo" or the
Start Bit/Busy Flag "Hi"?
No
Is SI "Lo" or is there no
transmission?
Determine that
connection is as a
Yes
Set Communication Data
Set Communication Start Flag
119
Cannot
communicate
Yes
Master 
AGB-06-0001-002-B13
Released: May 27, 2005

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