The ID value is determined at the factory production stage, based on master data used in production. The following structures are used for storing ID numbers with LeoReadDiskID().
The following table summarizes the structure.
Offset |
Contents |
Data Format |
Comments |
Examples |
+0~+3 |
initial code |
ASCII |
Complies with rules for registration data in mask ROM. |
DMPJ |
+4 |
game version |
BCD |
Writes the version at the time of game production. 00, 01, 02, 03, ... |
00 |
+5 |
disk number |
BCD |
Writes which disk is being used for games that use multiple disks. 00, 01, 02, 03, ... |
00 |
+6 |
RAM use |
Binary |
Used to identify the RAM area used. 0: Do not use the specific format indicated below.1: Use the file system recommended by Nintendo. |
00 |
+7 |
disk use |
BCD |
Used to identify the disk used. 0:game disk |
00 |
+8~+15 |
factory line number |
BCD |
Contains the line number at the factory where the disk was produced. |
*1 |
+16~+23 |
production time |
BCD |
Contains the time of production. |
*1 |
+24~+25 |
company code |
ASCII |
Contains a code for identifying the company that created the game. The same value as the company code used for the Controller Pak. |
01 |
+26~+31 |
free area |
-- |
Can be used freely by the application. |
*2 |
*1: For this item, a value is automatically determined for each disk at the time of disk production at the factory.
*2: Please refer to "Section 6.2, Free Area."
-I option is used to write ID using the PARTNER. See "APPENDIX D, loewrite Command Description" for details.
To specify ID in the master data, the config file to which n64mdisk (tool to create master data) refers is used. See the "Chapter 5, The Development Process," for details.