Probably not the most interesting of photographs here, but an important one.

Dox hooked a memory viewer into the already modified code, and tested it on the real hardware. It’s interactive, and can be told to display whichever part of memory we’re interested in.
The protection device works by writing blocks of data to RAM, and then writing a pointer to the start of that block of data to a given address. Here we see the memory where one of the pointers is written. We’ve also verified that the data at this address (and various other addresses) is valid, but the camera batteries died (typical)
207fe0 is actually the first address set by the game for the data uploads, what’s interesting about this is that the memory being shown is not that of the first upload, but a later one, for the IRQ code. The same address is reused. Further study of the placement of the tables would seem to indicate that they’re uploaded after the previous one, and that there is a special command (with 0 length table) which resets the write address back to the initial value.
Some of the other data (not shown due to camera issue) also confirms that in addition to the known 0×40 byte decode tables on each block, there are also some bitswaps.
The next challenge will be charging the camera batteries.
The challenge after that will be comparing the data with the tables in the data rom, and figuring out the various bitswaps for the blocks of data we can see.
After that, we can try requesting different blocks, and doing the same. Each game has around 30 blocks of data that will need decoding, as stated before, the first target is Shogun Warriors, Brapboys will follow if that works.
So far.. all is good.