FRONT COVER
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DOCTOR I/O (DISF, DIMD, DIPC)
User's Manual
DRAM series Super Famicom, Mega Drive and PC Engine I/O

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DRAM SERIES DESCRIPTION
DISF--for Super Famicom
DIMD--for Mega Drive
DIPC--for PC Engine

Since the three products function the same and have the same
characteristics, all of them will be referred to as DI.

INSTALLATION:

Plug DRAM DOCTOR card (8M/16M/32M, sold separately), into the DI
slot.

Treat the DI as a cartridge/Hucard and plug it into the
corresponding video game system.

Connect the wire extending out of the left bottom to your video
game system's power jack (i.e. the place where you usually plug
your power supply for the video game system).  Connect the power
supply of your video game system to the power jack of the DI. In
this way, both the DI and the video game system use the same
power supply.

PC LINK II
If you use a PC computer, plug the end of the PC LINK II (sold
separately) with 6 little legs into the bottom right jack of the
DI (LINK I/O)

DOCTOR LINK II
If you use a MGD2, plug the end of the DOCTOR LINK II (sold
separately) with 6 little legs into the bottom right jack of the
DI (LINK I/O)

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BASIC OPERATIONS:

Since the DI is using the multi-in-one architecture, it allows
you to select among the 4 memory locations of a 32M RAM card
(with 8M as one unit of memory location).  Consequently, you can
use the botton located at the top right of the DI, when the video
game system is on, to control the 4 lights at the top of the DI.
(The lights are labelled A, B, C, and D, respectively from left
to right, with each representing an 8M memory location.)

If all A, B, C, and D are on, a maximum game of 32M (maximum) can
be activated, with the game starting at A.
If only one of the light is on, a maximum of 8M can be loaded in
or activated at that memory location.

If either A and B, or C and D are on, two of the corresponding
memory locations are connected, and either an 8M or 16M game can
be activated.

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CAUTION:

The mentioned button only works when the video game system is on.
However, when selecting memory location(s) using the button, the
lights only act as a signal, so the game will not be switched
immediately; instead, only when data is transmitted/received
through the LINK I/O, or when the video game system is switched
off then on again, the memory location is really selected.  When
the video game system is off, the lights cannot be changed by
the button.  Similarly, data can only be transferred through the
LINK I/O when the video game system is on.

PROCEDURE TO PLAY GAME:

First, select the desired indicator lights mode by the button.
Then Using the MGD2 or PC computer via the LINK I/O, transfer a
game to the DI.  Switch the video game system off then on again
to enjoy the game.
For games under 8M, any indicator lights mode will allow you to
transfer and play the game.  However, for games over 8M, the
following procedure is required.

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Since a game is divided into parts of 8M, each 8M can be
transferred to one DI memory location.  Hence, a 16M game is
treated as two 8M games when being transferred from disks to the
DI.  The game must be loaded into either A & B or C & D, with
the first 8M loaded into A or C and the second 8M loaded into
B or D.  After loading the game into the DI, change the mode of
the indicator lights so that A & B or C & D are connected (i.e.
both lights on).  Now, switch the video game system off and then
on again to start playing the game.
For games of 32M, simply load each 8M part into the corresponding
memory location.  Then set the indicator lights such that all 4
of them are on.  Switch the video game system off and then on
again to play.
It should be noted that each game must be loaded in the correct
order, otherwise it will not work.

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RETAINING DATA IN THE DI

Since the DI is made by the advance technique of special
integrated circuits, the case of an UDR (uninterruptible DRAM-
data Retention) control can be achieved.  When the video game
system is switched off, the circuit in the DI is still
functioning, and is being kept in a special way in the DRAM so
that data is intact.  (Meanwhile, the power required by the DI is
about one hundredth of the power required by the Mega Drive.)  As
a result, unless the power supply is unplugged, the game in the
DRAM is still in the DRAM, so that the game(s) can be played
anytime when you turn the power of the video game system on.

With the multi-in-one architecture, you can store four 8M games,
one 16M game and two 8M games, two 16M games, one 24M game, or
one 32M game in the DI.  To choose the game you want to play,
simply select the desired indicator lights mode, switch the video
game system off and then on again.

Additionally, the DIMD and DISF are each built with 256K BIT RAM,
which can be used for games that have save data.  For the purpose
of usng the MGD2 or the PC computer via the LINK I/O to save the
BRAM data from the DI to the disk, the indicator lights mode has
no effect.

Note:  There is a switch at the right edge of the DIMD.  When
playing 24M or 32M game, switch it to the 24M position, otherwise
leave it at the 32M position.  If you do not leave the switch at
the 32M position when playing games other than 24M or 32M, the
game may not start or it will not allow you to save.

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Since the DI is for use with DRAM card, and DRAM is required to
be refreshed regularly in order to prevent the data from being
lost, any case of freezing can stop the refreshing and should be
avoided.  (When data is transferred via the DOCTOR I/O, the
freezing is normal.)

Don't use reset of your video game system in any case, because it
will disrupt the DRAM data.

It is important for you to select the correct mode of indicator
lights, in order to prevent the case of freezing which can lead
to a loss of DRAM data.  For example, when you use an 8M doctor
card, you can only use memory location A, but not B, C, or D.
Similarly, when using a 16M doctor card, you can only use the
memory locations A & B.  You should also avoid playing a high
memory capacity game with DI memory locations of a smaller size.
(e.g. playing a 16M game with only one indicator light on.)

The DI allows you to enter cheat codes, but plese do not enter a
wrong cheat code.  A wrong cheat code can lead to freezing and
again DRAM data will be lost in this case.

The DISF and DIMD are each built with BRAM for different games.
Snce this BRAM is shared, it is important that you transfer this
BRAM when switching from one game to another so that the savegame
you have in the BRAM will not be lost.

Since the DI and the video game systme use the same power supply,
the DI is using power whether the video game system is on or off.
Thus, it is important foryou to remember unplugging the power
supply before taking the DRAM card out.

BACK COVER
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DISCLAIMER

This product is made for the purpose of developing, researching,
and modifying video game programs (i.e. games), and for the use
of executing from disk, formatting, and modifying data.

Our company remind our users:  Please do not copy copyrighted
games of others without their permissions.  The violation of this
can lead to legal problems, and our company will not bear any
responsibilities.

PRODUCT OF BUNG
