-50-
10H NPLH NPLL PT1 COUNTRY NAME
Message that send information to player 1.
-NPLH: Digit superior number of player
i n A S C I I .
-NPLM: Digit middle number of player in
A S C I I .
-NPLL: Digit inferior number of player in
ASCII.
-PT1: Current points of player 1 in the
M A T C H .
-COUNTRY: Country code (According to table).
-NAME: Up to 8 bytes with the name of
t h e p l a y e r .
11H NPLH NPLL PT2 COUNTRY NAME
Message that send information to player 2.
-NPLH: Digit superior number of player
i n A S C I I .
-NPLM: Digit middle number of player in
A S C I I .
-NPLL: Digit inferior number of player in
A S C I I .
-PT2: Current points of player 2 in the
M A T C H .
-COUNTRY: Country code (According to table).
-NAME: Up to 8 bytes with the name
of the player.
24H
Simple message that synchronizes the flashing
of all the machines. It is recommended to
send every 10 seconds, only for esthetical
reasons, that way the light buttons of the
machines flash simultaneously.This message
is directed to all the machines and none
of them have to respond to the PC.
25H SEG MIN HOUR DAY MONTH YEAR
Simple message that synchronizes the hour
of all the machines. It is recommended to
send at the beginning of the day. After, it is
not necessary because the machines save
the time even when turned off.
-SEC: Current seconds.
-M I N : Current minutes.
-HOUR: Current hour.
-DAY: Current day.
-MONTH: Current month.
-YEAR: Last two digits of the current year.
30H NN AA BB START GAME
Message that assigns a Match to a machine.
-NN: Maximum number of games that make
up a Match (3 games normally or 5 in the
semifinals and finals)
-AA: Current points of player A in this Match.
(Normally it will be 0, but if the Match is
interrupted and another machine, here it
would indicate the points obtained before.
For
example, 1 if a game was already won
in the first assignment of this Match.
-BB: Same as the anterior, but for player B.
-Start: This is a byte made up of 3 types of
information.
Start.7: The bit 7 determines the order
of the start pre-established for the
players. A '0' indicates that player A
will be the one for the first game and
a '1' indicates player B.
Start [2..3]: The bits 2 and 3 determine
the round within a quadrant of the
Match. It is only useful to send this
information if there is a printer for
each machine.
Start [0..1]: The bits 0 and 1 determine
the quadrant phase of the Match. It is
only useful to send this information if
there is a printer for each machine.
-Game: Code of the game to be played.These
codes are referenced in a separate table.
This message provokes a response from the
machine in this format:
ACK LEN MACH (80H+30H) CRC
if the machines accepts the Match, or
ACK LEN MACH (40H+30H) CRC
if the machine does not accept the Match.
COMPETITION MANAGEMENT SYSTEM
12.5- COMMANDS TO MACHINE
Summary of Contents for MINIDART v3
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Page 62: ...62 APPENDIX C MINIDART CPU REPAIR TIPS APPENDIX C MINIDART CPU REPAIR TIPS...
Page 63: ...63 APPENDIX D MINIDART ASSEMBLY DRAWING APPENDIX D MINIDART ASSEMBLY DRAWING...
Page 64: ...64 APPENDIX E MINIDART CPU ELECTRONIC SCHEMATIC APPENDIX E MINIDART CPU ELECTRONIC SCHEMATIC...
Page 65: ...65 APPENDIX E MINIDART CPU ELECTRONIC SCHEMATIC...
Page 67: ...67 APPENDIX F MINIDART CPU REF0097 ELECTRONIC SCHEMATIC...
Page 72: ...72 APPENDIX K MINIDART CONNEXION PLAN APPENDIX K MINIDART CONNEXION PLAN...
Page 74: ...74 APPENDIX M MINIDART PCB 505 3 APPENDIX M MINIDART PCB 505 3...
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