
Paddles for C64 and beyond
28 March 2023
Let's build a video game
3 May 2023In the previous article we talked about the protections inserted by Nintendo in its NES “export” console; today let's see how the additional peripheral FDS behaves!
The Famicom Disk System (product code FMC-001) was released by Nintendo in February 1986 as an add-on for the Famicom (the Japanese version of the NES for those who don't remember) and allowed the reading of games, as well as from cartridges, even from floppy disks. In the adjacent image you can see it lying below the Famicom with its expansion cartridge (black) inserted.
Here below it is in the "integrated" version (Famicom+FDS) called Twin Famicom and produced by Sharp.
This peripheral actually had a precursor, the Nintendo Data Recorder, created in 1984 for the Jappo market, but it lacked protections.
It was used to store programs written for the BASIC application or to save levels created for a handful of titles that supported it (Castle Excellent, Excitebike, Mach Rider and Wrecking Crew).
The purpose of the FDS, on the other hand, besides the possibility of saving the progress made (one of the very first titles released was in fact The Legend of Zelda !), was to increase the space for producing and distributing games, a space which at the time was still limited by the low capacity ROM cartridges! Included with the drive was an expansion cartridge containing RAM chips and an ASIC chip with DRAM controller, IRQ hardware, sound generation hardware, a serial interface to the drive, and a parallel port.
To officially obtain the games loaded on disk you had to go to the "kiosk" that had a similar style to the vending machines of our days, as you can see on the side.
If you already had a disk (empty or already written) this could be reused for 500 yen, if you also wanted a blank disk you had to add another 2000.
The protections of the FDS
FORMAT
The hardware of the machine has a 2.8″ x 3″ floppy drive and 64Kb of storage space per side, therefore 128Kb total; the storage format on disk is that of QuickDisks (the same format as MSX) but using a 3″x4″ plastic case instead of the standard 3″x3″. Not being a "standard" thing, copying was already made complicated: in fact, a system had to be found to use more "common" disks such as the "normal" QuickDisks.
Furthermore, the writing "NINTENDO", present on the back of the floppy, was carved and the player did not accept discs that did not have this "engraving".
But the hackers didn't stop so soon, for this, starting with a standard QuickDisk that you can see here on the right…
…systems were produced to adapt this disc to the FDS format which consisted in cutting off the "flaps" of the standard discs, applying a rear "extension" and attaching a piece to "simulate" both the correct length and the presence of the engraving of the NINTENDO logo (in particular the physical control took place on the letters THE and No of the inscription):
SOFTWARE CHECKS
There are several checks performed from the console:
– the system searches for the string of 14 bytes
“*NINTENDO-HVC*” at disk offset 0x01 and returns an error if it can't find it;
– 224 bytes at the $2800-$28DF address of the PPU must coincide with those of the BIOS stored at the address $ED37;
– the first file of a disc is called KYODAKU- (meaning “approved”) and must be present otherwise an error will appear;
– some developers could implement checks on hidden files that the bios did not read which were still "searched" by the game and if not found they returned an error.
These controls could have been defeated managing to obtain a 1:1 copy of the original floppy but… how to do it since some factory drive controllers have been built by adding a dedicated logic to not allow this function? The answer came in a short time: using a hardmod on the FDS that allowed complete reading/writing bypassing the controller of the card itself (it is called "FDS write mod") and using a dedicated software to perform the dump:
To sum it up in the simplest terms: there are essentially 2 versions of the controller, the FDP3206P and the FD7201P. On the 3206P, if the “write a file” command is sent the system works, but if the “write the whole disk” command is sent (which can copy all the sectors and any hidden files) the system disables the head’s write function, and it silently keeps “not writing”: when the write is verified, the system obviously reports an error because nothing has been written (“Error 26: Could not write to disk card”). The mod lets you bypass this factory-imposed “limit”. In 2021 a wireless mod came out (called “V4”) with a single chip that sits on top of the original FDP3206, with 8 pins soldered to it:
HARDWARE CHECKS
Subsequently Nintendo introduced an additional level of control which still excludes writing (even if the controller is an FD720P !) starting from some hardware revisions of the power boards; this system component can have 5 possible revisions, each identifiable by a specific string written on the PCB which you can see circled in red in the photo.
FMD-PWER-0X where the X can be a number between 1 and 5; the revision 1 has no protection, the 2 can sometimes have it sometimes not, the 3 is probably without protection while 4 and 5 definitely implement protection.
There revision 02 with protection (in the photo) it is easily identified because it has an additional card that must be removed (and the connector must be soldered) to make it return as an unprotected rev.02:
Revs. 04 and 05, on the other hand, have the extra part built into the PCB so some modifications are needed to get around it: cutting traces, removing some components and adding jumpers.
Rev.04
Remove/unsolder the JP14 component: this totally disables the protection; however, a jumper must be created between points A and B of the card to restore the writing function.
Rev.05
Remove/disconnect the jumpers highlighted in the left-hand image (the topmost one is hidden between the 2 black plastic components) – the corresponding points on the other side of the PCB are highlighted in red with the label “Desolder and remove”; then cut the 2 small traces indicated by the 2 small “red dashes” in the right-hand image, and finally connect 2 wires where shown by the blue lines to restore the write function.
As for the Twin Famicom, some have a power board without the chips that implement the protection, so they don’t need modifying (you only need to check the version of the floppy drive chip), whereas on other models, where the power board has 2 chips, you need to connect 2 wires together:
You can see how to do it in this video (at around minute 14).
COPIERS
There are also dedicated hardwares that work using 2 FDS connected together like the Dubbing Boy II:
or the Famicom Disk Backup Unit:
these too with their own copying software (as in the image alongside) with which you can use one FDS to read and another to write the data to a target disk.
There is also a piece of software (Copy Master, NTSC version) that works without these mods, but it still can’t produce a perfect copy, as it is unable to write *NINTENDO-HVC* or any hidden files; so, since it doesn’t copy perfectly 1:1, it may produce non-working copies.
You can therefore see how the evergreen cat-mouse chase between physical (proprietary hardware with specific anatomies) and digital (controls) protection mechanisms VS the corresponding systems to overcome them! So let's see how the foundations are being laid for that magical world that has held and is still holding court among modification enthusiasts all over the world! Do we want to call them hackers? Shall we call them devs ? Whatever name you choose, one thing is certain: as long as there is protection, you will always find someone willing to try and overcome it!
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