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