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Tone Specifications:
The Supercharger uses 2 distinct frequencies to store its data: A low frequency
for a 1 bit and a high frequency for a 0 bit. To clarify this, let me state that
the wavelength of the 0 bit is shorter than that of a 1 bit. The specific
frequencies of the tones are not important as long as they are distinct enough to
be distinguished by the Supercharger. To the Supercharger, each sinewave is a data
bit. In the remaining text, I will refer to the tones as simply "zero bit" and
"one bit" and any "bytes" mentioned represent the 8 bits or tones that correspond
to the byte's value. Now getting on with the actual format of the tape:
Tape Format:
Contents:
byte # Description
------ -----------
1 Start Address Lo-Byte
2 Start Address Hi-Byte
3 Control Byte
This is the control byte,
it determines the bankswitching
mode of the SC.
Bits Function
------ --------
D7-D5 Write Pulse Delay (Set to 0)
D4-D2 RAM/ROM Configuration
4 # of pages to load
(1 page = 256 bytes)
6 Multi-load byte
Zero for single-load games. For Multi-Load
games you need to know what value the game is
looking for. For Supercharger 8448 byte files
this value is contained in the file.
Contents:
byte # Description
------ -----------
1 Bank Byte - Tells Supercharger where to load
the current page (256 bytes) into. This is
determined as follows:
(Page # * 4) + Bank #