trunk/src/mame/drivers/cps3.c
| r25402 | r25403 | |
| 11 | 11 | |
| 12 | 12 | SCSI code by ElSemi |
| 13 | 13 | |
| 14 | | ToDo: (in order or priority?) |
| 14 | To-Do/Issues: |
| 15 | 15 | |
| 16 | 16 | Street Fighter 3 2nd Impact uses flipped tilemaps during flashing, emulate this. |
| 17 | 17 | |
| 18 | 18 | Figure out proper IRQ10 generation: |
| 19 | | If we generate on DMA operations only then Warzard is OK, otherwise it hangs during attract |
| 20 | | HOWEVER, SFIII2 sometimes has messed up character profiles unless we also generate it periodicly. |
| 21 | | I think the corrupt background on some of the lighning effects may be realted to this + the DMA |
| 22 | | status flags. |
| 19 | If we generate on DMA operations only then Warzard is OK, otherwise it hangs during attract |
| 20 | HOWEVER, SFIII2 sometimes has messed up character profiles unless we also generate it periodically. |
| 21 | I think the corrupt background on some of the lighting effects may be related to this + the DMA |
| 22 | status flags. |
| 23 | 23 | |
| 24 | 24 | Alpha Blending Effects |
| 25 | 25 | These are actually palette manipulation effects, not true blending. How the values are used is |
| r25402 | r25403 | |
| 32 | 32 | Verify them, they might not be 100% accurate at the moment |
| 33 | 33 | |
| 34 | 34 | Verify Full Screen Zoom on real hardware |
| 35 | | Which is which, x & y registers, how far can it zoom etc. |
| 35 | Which is which, x & y registers, how far can it zoom etc. |
| 36 | 36 | |
| 37 | 37 | Verify CRT registers |
| 38 | | Only SFIII2 changes them, for widescreen mode. What other modes are possible? |
| 38 | Only SFIII2 changes them, for widescreen mode. What other modes are possible? |
| 39 | 39 | |
| 40 | 40 | Sprite positioning glitches |
| 41 | | Some sprites are still in the wrong places, seems the placement of zooming sprites is imperfect |
| 42 | | eg. warzard intro + cutscenes leave the left most 16 pixels uncovered because the sprite is positioned incorrectly, |
| 43 | | the same occurs in the sf games. doesn't look like the origin is correct when zooming in all cases. |
| 41 | Some sprites are still in the wrong places, seems the placement of zooming sprites is imperfect |
| 42 | eg. warzard intro + cutscenes leave the left most 16 pixels uncovered because the sprite is positioned incorrectly, |
| 43 | the same occurs in the sf games. doesn't look like the origin is correct when zooming in all cases. |
| 44 | 44 | |
| 45 | 45 | Gaps in Sprite Zooming |
| 46 | | probably cause by use of drawgfx instead of processing as a single large sprite, but could also be due to the |
| 47 | | positioning of each part of the sprite. Warzard is confirmed to have gaps during some cutscenes on real hardware. |
| 46 | probably caused by use of drawgfx instead of processing as a single large sprite, but could also be due to the |
| 47 | positioning of each part of the sprite. Warzard is confirmed to have gaps during some cut-scenes on real hardware. |
| 48 | 48 | |
| 49 | 49 | --- |
| 50 | 50 | |
| r25402 | r25403 | |
| 120 | 120 | |
| 121 | 121 | * NOT DUMPED but known to exist |
| 122 | 122 | |
| 123 | | Each game consists of a Cart and a CD having various codes needed to identify them. Carts and CDs have |
| 124 | | both a different Part # printed on their front/top side that includes the game Cart/CD code and ends |
| 123 | Each game consists of a cart and a CD having various codes needed to identify them. Carts and CDs have |
| 124 | both a different Part # printed on their front/top side that includes the game cart/CD code and ends |
| 125 | 125 | respectively with 00F/000 for all Japan releases and with A0F/0A0 for all the other ones. Therefore, |
| 126 | | the Part # can be used only to identify Japan releases and further parameters need to be introduced. |
| 127 | | The Cart is responsible for the game Region that can be identified by a Label with coloured characters |
| 128 | | and a code printed on back side. The antepenultimate character of the Label code and the colour of the |
| 129 | | sticker vary by Region, exactly as happens on the boot screen when the board is powered on. There are two |
| 130 | | types of Carts. Some require the CD to boot, some don't since the game is already loaded into the SIMMs. |
| 131 | | Both types are externally identical and use the same codes, so the only way to distinguish them is dump |
| 132 | | the BIOSes. The game Region and CD/NO CD flags are controlled by two different bytes in the BIOS rom. |
| 133 | | The CD (and SIMMs too if the Cart is of type NO CD) contains the game Revision that can be identified |
| 134 | | by two codes, the Catalog # and the Label. The Catalog # is the identifying code printed in the mirror |
| 135 | | ring on top side close to the CD's center while the Label is the code appearing on the CD icon when |
| 136 | | it's inserted into a PC CD reader. It has been verified that the Catalog # and Label are the same for |
| 126 | the part # can be used only to identify Japan releases and further parameters need to be introduced. |
| 127 | The cart is responsible for the game region that can be identified by a label with colored characters |
| 128 | and a code printed on the back side. The antepenultimate character of the label code and the colour of the |
| 129 | sticker vary by region, exactly as happens on the boot screen when the board is powered on. There are two |
| 130 | types of carts. Some require the CD to boot, some don't since the game is already loaded into the SIMMs. |
| 131 | Both types are externally identical and use the same codes, so the only way to distinguish them is to dump |
| 132 | the flashROMs. The game region and CD/NO CD flags are controlled by two different bytes in the flashROM. |
| 133 | The CD (and SIMMs too if the cart is of type NO CD) contains the game revision that can be identified |
| 134 | by two codes, the catalog # and the label. The catalog # is the identifying code printed in the mirror |
| 135 | ring on the top side close to the CD's center while the label is the code appearing on the CD icon when |
| 136 | it's inserted into a PC CD drive. It has been verified that the catalog # and label are the same for |
| 137 | 137 | some games but quite different for some others, so it's better to check both to avoid confusion. It |
| 138 | | has also been verified that the Catalog # and Label (and the data on CDs) don't change between Regions, |
| 139 | | only between Revisions. However, knowing one of them and comparing it with the table above will help |
| 140 | | to understand if a new game Revision has been discovered. Current CD dumps have been documented using |
| 141 | | the Catalog # as name, since the Label is already included into the images used to generate CHDs. |
| 138 | has also been verified that the catalog # and label (and the data on CDs) don't change between regions, |
| 139 | only between revisions. However, knowing one of them and comparing it with the table above will help |
| 140 | to understand if a new game revision has been discovered. Current CD dumps have been documented using |
| 141 | the catalog # as name, since the label is already included into the images used to generate CHDs. |
| 142 | 142 | |
| 143 | 143 | The CP SYSTEM III comprises a main board with several custom ASICs, custom 72-pin SIMMs for program |
| 144 | 144 | and graphics storage (the same SIMMs are also used in some CPS2 titles), SCSI CDROM and CDROM disc, |
| 145 | | and a plug-in security cart containing a boot ROM, an NVRAM and another custom ASIC containing vital |
| 146 | | decryption information held by a [suicide] battery. |
| 145 | and a plug-in security cart containing a boot flashROM, an NVRAM and a custom Capcom CPU containing |
| 146 | battery-backed decryption keys. |
| 147 | 147 | |
| 148 | | Not much is known about the actual CPU used in this system due to the extensive use of encryption, |
| 149 | | and the volatile nature of the security information. There appears to be a custom Hitachi SH-2 CPU on |
| 150 | | the mainboard and there has been confirmed to be one in the cart. Tests were done by decrypting the |
| 151 | | BIOS and code and running it on the PCB. It is known that neither of these CPU's will run standard |
| 152 | | (i.e. unencrypted) SH2 code. |
| 148 | Not much is known about the actual CPU used in this system due to the extensive use of encryption and the volatile |
| 149 | nature of the security information. It is known that the CPU inside the security cart is the main CPU. It is known to |
| 150 | be a Hitachi SH-2 derivative thought to be based on a Hitachi HD6417099 SH2 variant with built-in encryption. |
| 151 | Tests were done by decrypting the security cart flashROM code and running it on the PCB with a dead cart with a zero |
| 152 | key and it didn't run so it is known that the custom CPU will not run standard (i.e. unencrypted) SH2 code. |
| 153 | 153 | |
| 154 | | The security cart works like this: the flashROM in the cart contains a program BIOS which is |
| 155 | | decrypted by the CPU in the cart (the CPU has built-in decryption) then executed by that CPU to boot the |
| 156 | | BIOS code. Even though the code in the flashROM is encrypted, the cart can run it even if it is dead/suicided |
| 157 | | because it has been discovered that the BIOS contains a hidden security menu allowing the cart to be loaded |
| 158 | | with the security data. This proves the cart runs the BIOS even if it is dead. The special security menu is |
| 159 | | not normally available but is likely accessed with a special key/button combination which is unknown ATM. |
| 160 | | The cart contains a FM1208S NVRAM which appears to either be unused or holds game settings. |
| 161 | | |
| 162 | | There are 4 types of CPS3 carts. They have a label on the custom CPU that can be either A,B,C or D. |
| 163 | | Cartidge types A and B are identical and both have extra space on the back side to solder a 29F400 in PSOP-44 |
| 164 | | package, which is much easier to assemble as compared to the default TSOP-48 package. |
| 165 | | A and B cartridges also contain a FM1208S NVRAM which appears to be used or holds game settings. |
| 166 | | C and D cartridges lack the extra space to solder a PSOP-44 Flash Rom and instead of the FM1208 |
| 167 | | it has a MACH111 which is a EE CMOS CPLD. C and D cartridge still have a space to solder a FM1208. |
| 168 | | |
| 169 | | Because the CPU in the cart is always powered by a battery, it has stealth capability that allows it to |
| 170 | | continually monitor the situation. If the custom CPU detects any tampering (generally things such as voltage |
| 171 | | fluctuation or voltage dropping or even removal of the cart with the power on), it immediately erases the SRAM |
| 172 | | inside the CPU (and thus the key) which effectively kills the security cart dead. When a cartridge goes dead, |
| 173 | | it will set the decryption keys identical to the ones of SFIII-2nd Impact, so removing the battery and changing |
| 174 | | the content of the BIOS (if it's not a 2nd Impact) will make it run as a normal SFIII-2nd Impact cartridge. |
| 175 | | It is known (from decapping it) that the CPU in the security cart does contain an amount of static RAM |
| 176 | | for data storage and a SH2 core. |
| 154 | The flashROM in the cart contains an encrypted program which is decrypted by the CPU in the cart. The CPU has built-in |
| 155 | decryption and the key is held in some static RAM on the CPU die and kept there by a battery. The code is executed by |
| 156 | the CPU to boot the system. Even though the code in the flashROM is encrypted, the cart can run it even if it is |
| 157 | dead/suicided because it has been discovered that the program contains a hidden security menu allowing the cart to be |
| 158 | loaded with the security data. This proves the cart runs the code even if the battery is dead. The special security |
| 159 | menu is not normally available but is likely accessed with a special key/button combination which is currently unknown. |
| 177 | 160 | |
| 178 | | The main board uses the familiar Capcom SIMM modules to hold the data from the CDROM so that the life of |
| 179 | | the CD drive is maximized. The SIMMs don't contain RAM, but instead TSOP48 surface mounted flashROMs that |
| 180 | | can be updated with different games on bootup using a built-in software updating system. |
| 161 | Because the CPU in the cart is always powered by the battery, it has stealth capability that allows it to continually |
| 162 | monitor the situation. If the custom CPU detects any tampering (generally things such as voltage fluctuation or voltage |
| 163 | dropping or even removal of the cart with the power on), it immediately erases the SRAM (i.e. the decryption key) |
| 164 | inside the CPU which effectively kills the security cart. This also suggests that the custom Capcom CPU contains some |
| 165 | additional internal code to initiate the boot process because in order to re-program a cart using the hidden security |
| 166 | menu the CPU must execute some working code. It is known (from decapping it) that the CPU in the security cart contains |
| 167 | an amount of static RAM for data storage and a SH2 core based on the Hitachi SH7010-series (SH7014) SuperH RISC engine |
| 168 | family of Microprocessors. |
| 169 | |
| 170 | It is thought that when a cartridge dies it will set the decryption keys identical to the ones of SFIII-2nd Impact, so |
| 171 | removing the battery and changing the content of the flashROM (if it's not a 2nd Impact) will make it run as a normal |
| 172 | SFIII-2nd Impact cartridge (is this verified on real hardware?) |
| 173 | |
| 174 | The main board uses the familiar Capcom SIMM modules to hold the data from the CDROM so that the life of the CD drive |
| 175 | is maximized. The SIMMs don't contain RAM, but instead TSOP48 surface mounted flashROMs that can be updated with |
| 176 | different games on bootup using a built-in software updating system. |
| 181 | 177 | The SIMMs that hold the program code are located in positions 1 & 2 and are 64MBit. |
| 182 | | The SIMMs that hold the graphics are located in positions 3, 4, 5, 6 & 7 and are 128MBit. |
| 183 | | The data in the SIMMs is not decrypted, it is merely taken directly from the CDROM and shuffled slightly |
| 184 | | then programmed to the flashROMs. The SIMMs hold the entire contents of the CDROM. |
| 178 | The SIMMs that hold the graphics and sound data are located in positions 3, 4, 5, 6 & 7 and are 128MBit. |
| 179 | The data in the SIMMs is not decrypted, it is merely taken directly from the CDROM and shuffled slightly then |
| 180 | programmed to the flashROMs. The SIMMs hold the entire contents of the CDROM. |
| 185 | 181 | |
| 186 | | To swap games requires the security cart for the game, it's CDROM disc and the correctly populated type |
| 187 | | and number of SIMMs on the main board. |
| 188 | | On first power-up after switching the cart and CD, you're presented with a screen asking if you want to |
| 189 | | re-program the SIMMs with the new game. Pressing player 1 button 2 cancels it. Pressing player 1 button 1 |
| 190 | | allows it to proceed whereby you wait about 25 minutes then the game boots up almost immediately. On |
| 191 | | subsequent power-ups, the game boots immediately. |
| 182 | To swap games requires the security cart for the game, it's CDROM disc and the correctly populated type and number of |
| 183 | SIMMs on the main board. |
| 184 | On first power-up after switching the cart and CD, you're presented with a screen asking if you want to re-program the |
| 185 | SIMMs with the new game. Pressing player 1 button 2 cancels it. Pressing player 1 button 1 allows it to proceed whereby |
| 186 | you wait about 25-30 minutes then the game boots up almost immediately. On subsequent power-ups, the game boots |
| 187 | immediately. |
| 192 | 188 | If the CDROM is not present in the drive on a normal bootup, a message tells you to insert the CDROM. |
| 193 | 189 | Then you press button 1 to continue and the game boots immediately. |
| 194 | | Note that not all of the SIMMs are populated on the PCB for each game. Some games have more, some less, |
| 195 | | depending on game requirements, so flash times can vary per game. See the table below for details. |
| 190 | Note that not all of the SIMMs are populated on the PCB for each game. Some games have more, some less, depending on |
| 191 | game requirements, so flash times can vary per game. See the table below for details. |
| 196 | 192 | |
| 197 | 193 | |----------- Required SIMM Locations & Types -----------| |
| 198 | 194 | Game 1 2 3 4 5 6 7 |
| r25402 | r25403 | |
| 211 | 207 | No game uses a SIMM at 7 |
| 212 | 208 | See main board diagram below for SIMM locations. |
| 213 | 209 | |
| 214 | | Due to the built-in upgradability of the hardware, and the higher frame-rates the hardware seems to have, |
| 215 | | it appears Capcom had big plans for this system and possibly intended to create many games on it, as they |
| 216 | | did with CPS2. Unfortunately for Capcom, CP SYSTEM III was an absolute flop in the arcades so those plans |
| 217 | | were cancelled. Possible reasons include: |
| 218 | | - the games were essentially just 2D, and already there were many 3D games coming out onto the market that |
| 219 | | interested operators more than this, |
| 220 | | - the cost of the system was quite expensive when compared to other games on the market, |
| 221 | | - it is rumoured that the system was difficult to program for developers, |
| 222 | | - these PCBs were not popular with operators because the security carts are extremely static-sensitive and most |
| 223 | | of them failed due to the decryption information being zapped by simple handling of the PCBs or by touching |
| 224 | | the security cart edge connector underneath the PCB while the security cart was plugged in, or by power |
| 225 | | fluctuations while flashing the SIMMs. You will know if your cart has been zapped because on bootup, you get |
| 226 | | a screen full of garbage coloured pixels instead of the game booting up, or just a black or single-coloured |
| 227 | | screen. You should also not touch the inside of the security cart because it will be immediately zapped |
| 228 | | when you touch it! The PCB can detect the presence of the security cart and if it is removed on a working game, |
| 229 | | the game will freeze immediately and it will also erase the security cart battery-backed data. |
| 210 | Due to the built-in upgradability of the hardware, and the higher frame-rates the hardware seems to have, it appears |
| 211 | Capcom had big plans for this system and possibly intended to create many games on it, as they did with CPS2. |
| 212 | Unfortunately for Capcom, CP SYSTEM III was an absolute flop in the arcades so those plans were cancelled. Possible |
| 213 | reasons include: |
| 214 | - the games were essentially just 2D, and already there were many 3D games coming out onto the market that interested |
| 215 | operators more than this. |
| 216 | - the cost of the system was quite expensive when compared to other games on the market. |
| 217 | - it is rumoured that the system was difficult to program for developers. |
| 218 | - these PCBs were not popular with operators because the security carts are extremely static-sensitive and most of them |
| 219 | failed due to the decryption information being zapped by simple handling of the PCBs or by touching the security cart |
| 220 | edge connector underneath the PCB while the security cart was plugged in, or by power fluctuations while flashing the |
| 221 | SIMMs. You will know if your cart has been zapped because on bootup, you get a screen full of garbage coloured pixels |
| 222 | instead of the game booting up, or just a black or single-colored screen. You should also not touch the inside of the |
| 223 | security cart. The PCB can detect the presence of the security cart and if it is removed on a working game, the game |
| 224 | will freeze immediately and it will also erase the security cart battery-backed decryption data. |
| 230 | 225 | |
| 231 | 226 | |
| 232 | 227 | PCB Layouts |
| r25402 | r25403 | |
| 236 | 231 | CP SYSTEM III |
| 237 | 232 | 95682A-4 (older rev 95682A-3) |
| 238 | 233 | |----------------------------------------------------------------------| |
| 239 | | |= J1 HM514260 |------------| | | | | | | |
| 234 | |= J1 HM514260(2) |------------| | | | | | | |
| 240 | 235 | | |CAPCOM | | | | | | | |
| 241 | 236 | |= J2 TA8201 TC5118160 |DL-2729 PPU | | | | | | | |
| 242 | 237 | | |(QFP304) | | | | | | | |
| r25402 | r25403 | |
| 283 | 278 | (unsecured) EEPROM so why it was covered is not known. |
| 284 | 279 | LM385 - National Semiconductor LM385 Adjustable Micropower Voltage Reference Diode (SOIC8) |
| 285 | 280 | 33C93 - AMD 33C93A-16 SCSI Controller (PLCC44) |
| 286 | | KM681002 - Samsung Electronics KM681002 128k x8 SRAM (SOJ32) |
| 287 | | 62256 - 8k x8 SRAM (SOJ28) |
| 288 | | HM514260 - Hitachi HM514260CJ7 1M x16 DRAM (SOJ42) |
| 289 | | TC5118160 - Toshiba TC5118160BJ-60 256k x16 DRAM (SOJ42) |
| 281 | KM681002 - Samsung Electronics KM681002 128k x8 SRAM (SOJ32). This is the 'Color RAM' in the test mode memory |
| 282 | test |
| 283 | 62256 - 8k x8 SRAM (SOJ28). This is the 'SS RAM' in the test mode memory test and is connected to the custom |
| 284 | SSU chip. |
| 285 | HM514260(1)- Hitachi HM514260CJ7 1M x16 DRAM (SOJ40). This is the 'Work RAM' in the test mode memory test and is |
| 286 | connected to the custom CCU chip. |
| 287 | HM514260(2)- Hitachi HM514260CJ7 1M x16 DRAM (SOJ40). This is the 'Sprite RAM' in the test mode memory test |
| 288 | TC5118160 - Toshiba TC5118160BJ-60 or NEC 4218160-60 256k x16 DRAM (SOJ42). This is the 'Character RAM' in the |
| 289 | test mode memory test |
| 290 | 290 | SW1 - Push-button Test Switch |
| 291 | 291 | VOL - Master Volume Potentiometer |
| 292 | 292 | J1/J2 - Optional RCA Left/Right Audio Out Connectors |
| r25402 | r25403 | |
| 315 | 315 | For SIMMs 3-7, the 8 FlashROMs are populated on both sides using a similar layout. |
| 316 | 316 | |
| 317 | 317 | Capcom Custom ASICs - |
| 318 | | DL-2729 PPU SD10-505 (QFP304). Decapping reveals this is the main graphics chip. |
| 319 | | DL-2829 CCU SD07-1514 (QFP208). Decapping reveals this to be a custom Toshiba ASIC. |
| 320 | | DL-2929 IOU SD08-1513 (QFP208). This is the I/O controller. |
| 321 | | DL-3329 SSU SD04-1536 (QFP144). This is might be the main CPU. It appears to be a SH2 |
| 322 | | variant with built-in encryption. It is clocked at |
| 323 | | 21.47725MHz (42.9545/2) |
| 324 | | DL-3429 GLL1 SD06-1537 (QFP144). Unknown, possibly a DMA or bus controller. |
| 325 | | DL-3529 GLL2 SD11-1755 (QFP80). This might be the sound chip (it has 32k SRAM connected to it). |
| 318 | DL-2729 PPU SD10-505 (QFP304) - Graphics chip. |
| 319 | DL-2829 CCU SD07-1514 (QFP208) - Probably a companion CPU or co-processor. Decapping |
| 320 | reveals it is manufactured by Toshiba. The 'Work RAM' is |
| 321 | connected to it. |
| 322 | DL-2929 IOU SD08-1513 (QFP208) - I/O controller. |
| 323 | DL-3329 SSU SD04-1536 (QFP144) - Sound chip, clocked at 21.47725MHz (42.9545/2). It has 32k |
| 324 | SRAM connected to it. |
| 325 | DL-3429 GLL1 SD06-1537 (QFP144) - DMA memory/bus controller. |
| 326 | DL-3529 GLL2 SD11-1755 (QFP80) - ROM/SIMM bank selection chip (via 3x FCT162244 logic ICs). |
| 326 | 327 | |
| 327 | 328 | |
| 328 | 329 | Connector Pinouts |
| r25402 | r25403 | |
| 365 | 366 | Security Cartridge PCB Layout |
| 366 | 367 | ----------------------------- |
| 367 | 368 | |
| 369 | There are 4 types of CPS3 security carts. They have a label on the custom CPU that can be either A, B, C or D. |
| 370 | Cartridge types A/B are identical and cartridge types C/D are identical. |
| 371 | Type A/B have extra space on the back side to solder a 28F400 SOP44 flashROM which shares all electrical connections |
| 372 | with the 29F400 TSOP48 flashROM on the front side of the PCB. Either chip can be used to store the 512k cart program, |
| 373 | but no cart has been seen with a SOP44 flashROM populated, nor with both SOP44 and TSOP48 populated on one cart. |
| 374 | A and B cartridges also contain a FM1208S NVRAM which holds game settings or other per-game data. It is definitely |
| 375 | used. If the NVRAM data is not present when the game boots or the NVRAM is not working or inaccessible a message is |
| 376 | displayed 'EEPROM ERROR' and the game halts. This error can also occur if the security cart edge connector is dirty |
| 377 | and not contacting properly. |
| 378 | C and D cartridges lack the extra space to solder a SOP44 flashROM. A space is available on the back side for a FM1208S |
| 379 | NVRAM but it is not populated. A MACH111 CPLD is present on the back side and stamped 'CP3B1A' |
| 380 | |
| 381 | |
| 382 | Type A and Type B |
| 383 | ----------------- |
| 384 | |
| 368 | 385 | CAPCOM 95682B-3 TORNADE |
| 369 | 386 | |------------------------------------------------| |
| 370 | 387 | | BATTERY | |
| r25402 | r25403 | |
| 386 | 403 | FM1208S - RAMTRON FM1208S 4k (512bytes x8) Nonvolatile Ferroelectric RAM (SOIC24) |
| 387 | 404 | 28F400 - 28F400 SOP44 FlashROM (not populated) |
| 388 | 405 | * - These components located on the other side of the PCB |
| 389 | | The battery powers the CPU only. A small board containing some transistors is wired to the 74HC00 |
| 406 | |
| 407 | Note: The battery powers the CPU only. A small board containing some transistors/resistors is wired to the 74HC00 |
| 390 | 408 | to switch the CPU from battery power to main power to increase the life of the battery. |
| 391 | 409 | |
| 392 | | */ |
| 393 | 410 | |
| 411 | Type C and Type D |
| 412 | ----------------- |
| 413 | |
| 414 | CAPCOM 95682B-4 CP SYSTEM III |
| 415 | |------------------------------------------------| |
| 416 | | BATTERY | |
| 417 | | |-------| | |
| 418 | | |CAPCOM | 29F400 | |
| 419 | | |DL-3229| *MACH111 | |
| 420 | | |SCU | *FM1208S| |
| 421 | | 74HC00 |-------| | |
| 422 | | 6.25MHz 74F00 | |
| 423 | |---| |-| |------| |
| 424 | | | | | |
| 425 | |-----| |-----------------------------| |
| 426 | Notes: |
| 427 | 74F00 - 74F00 Quad 2-Input NAND Gate (SOIC14) |
| 428 | 74HC00 - Philips 74HC00N Quad 2-Input NAND Gate (DIP14) |
| 429 | 29F400 - Fujitsu 29F400TA-90PFTN 512k x8 FlashROM (TSOP48) |
| 430 | Custom ASIC - CAPCOM DL-3229 SCU (QFP144). Decapping reveals this is a Hitachi HD6417099 SH2 variant |
| 431 | with built-in encryption, clocked at 6.250MHz |
| 432 | FM1208S - RAMTRON FM1208S 4k (512bytes x8) Nonvolatile Ferroelectric RAM (not populated) |
| 433 | MACH111 - AMD MACH111 CPLD stamped 'CP3B1A' (PLCC44) |
| 434 | * - These components located on the other side of the PCB |
| 435 | |
| 436 | Note: The battery powers the CPU only. Some transistors/resistors present on the PCB and wired to the 74HC00 |
| 437 | switch the CPU from battery power to main power to increase the life of the battery. |
| 438 | |
| 439 | |
| 440 | Security cart resurrection info |
| 441 | ------------------------------- |
| 442 | |
| 443 | When the security cart dies the game no longer functions. The PCB can be brought back to life by doing the following |
| 444 | hardware modification to the security cart..... |
| 445 | |
| 446 | 1. Remove the custom QFP144 CPU and replace it with a standard Hitachi HD6417095 SH-2 CPU |
| 447 | 2. Remove the 29F400 TSOP48 flashROM and re-program it with the decrypted and modified main program ROM from set |
| 448 | 'cps3nobatt' in MAME. A 28F400 SOP44 flashROM can be used instead and mounted to the back side of the security cart |
| 449 | PCB. Do not mount both SOP44 and TSOP48 flashROMs, use only one TSOP48 flashROM or one SOP44 flashROM. |
| 450 | 3. Power on the PCB and using the built-in cart flashROM menu re-program the SIMMs for your chosen game using the CD |
| 451 | from set 'cps3nobatt' in MAME. |
| 452 | 4. That is all. Enjoy your working PCB. |
| 453 | |
| 454 | */ |
| 455 | |
| 394 | 456 | #include "emu.h" |
| 395 | 457 | #include "cdrom.h" |
| 396 | 458 | #include "cpu/sh2/sh2.h" |