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Nintendo® Confidential

## osEepromProbe

Syntax

#include <ultra64.h> /* os.h */ s32 osEepromProbe(OSMesgQueue *mq);

Explanation
osEepromProbe checks to see if EEPROM is correctly loaded in an N64 Game Pak. If EEPROM is correctly loaded, this function returns the type of EEPROM. The return values are:

- 0x00 - no EEPROM is loaded
- 0x01 - (EEPROM_TYPE_4K) SIZE=4K bit, (a 4K-EEPROM is present)
- 0x02 - (EEPROM_TYPE_16K) SIZE=16K bit, (a 16K-EEPROM is present)

"mg" (the message queue specified by the mq argument) must be an initialized message queue linked to the OS_EVENT_SI event. To learn how to create this link, see the osSetEventMesg
function. Since "mq" is used inside the function to wait for messages, the application does not need to use "mq" to wait for an end-of-function message.

Note that you must always call osContInit to initialize low-level synchronization before you call osEepromProbe.
Whenever an application uses EEPROM, you must use this function (osEepromProbe) to ensure that EEPROM is correctly loaded.

If you find that EEPROM is not correctly loaded, Nintendo recommends that the game be terminated for safety reasons.
See Also
osContInit
osEepromRead
osEepromWrite
osEepromLongRead
osEepromLongWrite

Revision History
2/1/1999 Revised entirely

Nintendo® Confidential Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998