Difference between revisions of "Gamecards"
Line 63: | Line 63: | ||
| 13 | | 13 | ||
| DAT4 | | DAT4 | ||
− | | Bidirectional data bus / pin NC | + | | Bidirectional data bus / pin NC/SIO3 on savegame chip. |
|- | |- | ||
| 14 | | 14 | ||
| DAT5 | | DAT5 | ||
− | | Bidirectional data bus / pin WP# | + | | Bidirectional data bus / pin WP#/SIO2 on savegame chip. |
|- | |- | ||
| 15 | | 15 | ||
| DAT6 | | DAT6 | ||
− | | Bidirectional data bus / | + | | Bidirectional data bus / pin SO/SIO1 on savegame chip. |
|- | |- | ||
| 16 | | 16 | ||
| DAT7 | | DAT7 | ||
− | | Bidirectional data bus / | + | | Bidirectional data bus / pin SI/SIO0 on savegame chip. |
|- | |- | ||
| 17 | | 17 |
Revision as of 15:13, 23 April 2011
Physical interface
The 3DS gamecards have the same physical interface as regular DS and DSi gamecards. There is only a minor cosmetic difference in the plastic case, which has a small extruding notch on the top-right side. As such, it prevents insertion of the gamecard into old Nintendo DS or DSi systems.
When modifying the case so that the 3DS gamecard fits in a DS or DSi system, those systems will refuse to detect the gamecard and show no banner icon.
Pin | Name | Description |
---|---|---|
1 | GND | Ground |
2 | CLK | Clock. Frequencies 6.7MHz and 4.2MHz, 16.6MHz for SPI communication. |
3 | NC | Not connected. Possibly used to program cards. |
4 | RCS | ROM select, active low. Pulled low to start a ROM transfer. |
5 | RST | Reset, active low. |
6 | ECS | Savegame chip select, active low. Pulled low to start a savegame SPI transfer. |
7 | IRQ | Removal detection. |
8 | VCC | Powersupply 3.3V. |
9 | DAT0 | Bidirectional data bus. |
10 | DAT1 | Bidirectional data bus. |
11 | DAT2 | Bidirectional data bus. |
12 | DAT3 | Bidirectional data bus. |
13 | DAT4 | Bidirectional data bus / pin NC/SIO3 on savegame chip. |
14 | DAT5 | Bidirectional data bus / pin WP#/SIO2 on savegame chip. |
15 | DAT6 | Bidirectional data bus / pin SO/SIO1 on savegame chip. |
16 | DAT7 | Bidirectional data bus / pin SI/SIO0 on savegame chip. |
17 | GND | Ground |
SPI flash
So far, only one savegame FLASH chip has been identified. The chip identifies as a 0xC22211. The JEDEC manufacturer ID is Macronix, and despite the chip label saying 25L1001, the JEDEC ID matches the MX25L1021E. Datasheet at: http://www.macronix.com/QuickPlace/hq/PageLibrary4825740B00298A3B.nsf/h_Index/3F21BAC2E121E17848257639003A3146/$File/MX25L1021E,%203V,%201Mb,%20v0.01.pdf. However, the MX25L1021E doesn't support the 4 bit wide transmission that the 3DS uses to talk to the SPI flash. It is thus likely that this is a custom flash chip.
Protocol
The communication protocol between the 3DS system and the 3DS gamecard has changed almost completely in comparison with the DS and DSi gamecard communication protocol.
After the sixth transfer, commands change size from 8 bytes to 16 bytes. Possibly a new encryption is used, such as AES CTR.
Here's a set of sample gamecard commands that a 3DS sends to a 3DS gamecard:
Size | Command | Description |
---|---|---|
2000 | 9F00000000000000 | Reset |
0000 | 71C93FE9BB0A3B18 | Unknown |
0004 | 9000000000000000 | Get gamecard ID, response=9000FEC2 |
0004 | 9000000000000000 | Get gamecard ID, response=9000FEC2 |
0004 | A000000000000000 | Unknown, response=00000000 |
0000 | 3E00000000000000 | Enter 16-byte command mode. |
07EC | 82000000000000000000000000000000 | Get header |
05E3 | F32C92D85C9D44DED3E0E41DBE7C90D9 | Encrypted, unknown |
0332 | 696B9D8582FB55D31B68CAFE70C74A95 | Encrypted, unknown |
0332 | BAA4812CA0AC9C5D19399530E3ACCCAB | Encrypted, unknown |
032E | 178E427C22D87ADB86387249A97D321A | Encrypted, unknown |
0332 | E06019B1BD5C9130ED6A4D9F4A9E7193 | Encrypted, unknown |
0332 | 4E0D224862523BBFE2E6255F80E15F37 | Encrypted, unknown |
0332 | 4CDF93D319FB62D0DB632A45E3E8D84C | Encrypted, unknown |
0332 | 9AA5D80551002F955546D296A57F0FEF | Encrypted, unknown |
0332 | C12BA81AEF30DDDBD93FAD5D544C6334 | Encrypted, unknown |
0532 | 62EC5FB7F420AE1DC6253AE18AFA5BB3 | Encrypted, read address 0 |
0332 | E3FA23AA016BE0C93430D1F42FF41324 | Encrypted, read address 0x4000 |
The header command has some initial dummy bytes, and eventually responds with a 0x200 byte header. Here's an example for Lego Starwars 3:
0000000: 00 8c 03 00 00 00 04 00 00 00 00 00 00 00 00 00 ................ 0000010: b3 cf fb c6 6a b1 cb 20 32 af ce 35 d4 1c 74 c9 ....j.. 2..5..t. 0000020: 8e 6b 27 2f 08 01 28 3b d4 30 de 44 37 f5 b0 46 .k'/..(;.0.D7..F 0000030: 91 59 d7 38 33 48 df 83 fd 71 84 2c 00 00 00 00 .Y.83H...q.,.... 0000040: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000050: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000070: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000080: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000a0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000b0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000c0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000d0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000e0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000f0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000100: 4e 43 43 48 7a 7f 0e 00 00 8c 03 00 00 00 04 00 NCCHz........... 0000110: 36 34 02 00 00 00 00 00 00 8c 03 00 00 00 04 00 64.............. 0000120: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000130: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000140: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0000150: 43 54 52 2d 50 2d 41 4c 47 50 00 00 00 00 00 00 CTR-P-ALGP...... 0000160: 0c 27 e3 c1 de 7b 2a e2 d3 11 4f 32 a4 ee bf 46 .'...{*...O2...F 0000170: 9a fd 0c f3 52 c1 1d 49 84 c2 a9 f1 d2 14 4c 63 ....R..I......Lc 0000180: 00 04 00 00 00 00 00 00 00 00 00 00 01 03 00 00 ................ 0000190: 05 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 ................ 00001a0: 06 00 00 00 1c 0a 00 00 01 00 00 00 00 00 00 00 ................ 00001b0: 22 0a 00 00 58 75 0e 00 01 00 00 00 00 00 00 00 "...Xu.......... 00001c0: 13 0c 04 26 15 f6 47 c4 c6 32 25 ea 9e 67 f8 a2 ...&..G..2%..g.. 00001d0: 7b 15 24 6b 88 fb c7 a9 27 25 7b 84 97 7b 78 7b {.$k....'%{..{x{ 00001e0: a6 5b ee 10 60 bb 6a 68 21 bb ce c6 00 03 5b 7e .[..`.jh!.....[~ 00001f0: 64 fb 6e ac a7 f0 96 0c fb 1f 5a 37 08 77 28 f7 d.n.......Z7.w(.