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9 bytes added ,  23:47, 3 August 2017
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Commands are 16 bytes long, and followed immediately by a 4-byte CRC-32 over the command bytes. After this, the Switch stops driving the data bus, and the bus will be 'floating'. Due to the pull-ups on the bus, it will slowly converge to logic HIGH state. The Switch will clock 2 cycles to allow the bus to settle a direction change. The Switch host will then clock 2 more cycles and if the game cartridge didn't receive the CRC OK, it will respond with "00 01". Otherwise it will respond with "00 00" and pull DAT0 low on the next cycle to signal it is busy. The Switch host will keep clocking until the cartridge is ready.
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Commands are 16 bytes long, and followed immediately by a 4-byte CRC-32 over the command bytes. After this, the Switch stops driving the data bus, and the bus will be 'floating'. Due to the pull-ups on the bus, it will slowly converge to logic HIGH state. The Switch will clock 2 cycles to allow the bus to settle a direction change. The Switch host will then clock another cycle and if the game cartridge didn't receive the CRC OK, it will respond with "01". Otherwise it will respond with "00" and pull DAT0 low on the next cycle to signal it is busy. The Switch host will then keep clocking until the cartridge is ready.
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When the game cartridge is ready to send the actual data response, it will pull the DAT0 pin high for 2 cycles to let the Switch host know. After this, the game cartridge will send the actual response bytes.
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When the game cartridge is ready to send the actual data response, it will pull the DAT0 pin high for 2 cycles to let the Switch host know. After this, the game cartridge will send the actual data response bytes.
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The actual response bytes are also followed immediately by a 4-byte CRC-32 over the actual response bytes.
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The actual response bytes are also followed immediately by a 4-byte CRC-32 over the actual data response bytes.
    
== Commands ==
 
== Commands ==
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