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CPS1 Capcom System 1 information.html

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<HTML>
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<HEAD>
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<TITLE>Capcom System 1 information</TITLE>
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</HEAD>
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<BODY TEXT="#000000" BACKGROUND="bkg.gif" FONT="#EDEDED" LINK="#FF0000" VLINK="#AF0000" ALINK="#FF0000">
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<CENTER>
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<!--#config timefmt="%I%M%S"-->
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<center>
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<TABLE BORDER="0" CELLPADDING="5" CELLSPACING="0" WIDTH="468" BGCOLOR="#000000">
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<TR>
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<TD ALIGN="left">
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<iframe src="http://www.vintagegaming.com/sponsors.shtml" width=468 height=60 marginwidth=0 marginheight=0 hspace=0 vspace=0 frameborder=0 scrolling=no bordercolor="#000000"></iframe>
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</TD>
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</TR>
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</TABLE>
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<A HREF="http://ad.doubleclick.net/jump/vintagegaming.com/;abr=!ie4;abr=!ie5;sz=468x60";ord=46597290?">
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<IMG BORDER=0 SRC="http://ad.doubleclick.net/ad/vintagegaming.com/;abr=!ie4;abr=!ie5a;sz=468x60";ord=46597290?"></a>
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</center>
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<H2>Capcom System 1</H2>
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</CENTER>
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<H4>
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<PRE>
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System Information:
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Resolution 384 x 224 (3 Graphics planes / 16 colors per tile)
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32 Palette of 16 colors per Scroll and Sprites (4 palette blocks total)
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Max sprites 256? Sprite size from 16 x 16 to 240(256?) x 240(256?)
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M680000 CPU for game.
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Z80, YM-2151 and OKIM6295 for sound.
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68000 Memory Addresses:
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$000000 $1fffff 68000 ROM
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$800000 $800003 Player input ports
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$800010 $800013 ??
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$800018 $80001f Input ports
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$800020 $800021 ? Used by Rockman ?
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$800030 $800031 Coin Control
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$800040 $800041 Forgotten Dial 0 reset
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$800048 $800049 Forgotten Dial 1 reset
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$800052 $800055 forgotten worlds
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$80005a $80005d forgotten worlds
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$800176 $800177 Extra input ports
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$800100 $8001ff Output ports
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$800180 $800181 Sound command
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$800188 $800189 Sound fade
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$8001fc $8001fc Input ports (SF Rev E)
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$900000 $92ffff Gfx ram
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$f0e000 $f0efff Slammasters protection
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$f18000 $f19fff QSound RAM
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$f1c000 $f1c001 Player 3 controls (later games)
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$f1c002 $f1c003 Player 4 controls (later games - muscle bombers)
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$f1c004 $f1c005 Coin control2 (later games)
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$f1c006 $f1c007 EEPROM
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$ff0000 $ffffff RAM
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Sound Memory Addresses:
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$0000 $7fff ROM
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$8000 $bfff Bank 1
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$d000 $d7ff RAM
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$f000 $f000 YM2151 Register Port 0
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$f001 $f001 YM2151 Status Port 0
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$f002 $f002 OKIM6295 Status _0
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$f002 $f002 OKIM6295 Data 0
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$f004 $f004 Sound Bankswitch
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$f008 $f008 Sound Latch
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$f00a $f00a Sound timer fade
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QSound Memory Addresses:
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$0000 $7fff ROM
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$8000 $bfff banked (contains music data)
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$c000 $cfff RAM
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$d007 $d007 QSound Status
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$d000 $d000 QSound Data High
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$d001 $d001 QSound Data Low
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$d002 $d002 QSound Cmd
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$d003 $d003 QSound Bank Switch
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$f000 $ffff RAM
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OUTPUT PORTS (Base address $800000):
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$00-$01 OBJ RAM base (/256)
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$02-$03 Scroll1 RAM base (/256)
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$04-$05 Scroll2 RAM base (/256)
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$06-$07 Scroll3 RAM base (/256)
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$08-$09 "Other" RAM - Scroll distortion (/256)
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$0a-$0b Palette base (/256)
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$0c-$0d Scroll 1 X
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$0e-$0f Scroll 1 Y
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$10-$11 Scroll 2 X
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$12-$13 Scroll 2 Y
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$14-$15 Scroll 3 X
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$16-$17 Scroll 3 Y
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$18-$19 Related to X pos (xored with $1e0 then $20 added when flip)
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$1a-$1b Related to Y pos (xored with $100 when screen flip on)
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$1c-$1d Related to X pos (xored with $1e0 then $20 added when flip)
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$1e-$1f Related to Y pos (xored with $100 when screen flip on)
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$20-$21 start offset for the rowscroll matrix
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$22-$23 unknown but widely used - usually $0e. bit 0 enables rowscroll
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on layer 2. bit 15 is flip screen.
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Registers move from game to game.. following example Final Fight:
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$66-$67 Priority mask Sprites
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$68-$69 Priority mask Layer 1
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$6a-$6b Control register (usually $003f)
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$6e-$6f Video control register (Layer Enable)
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Scroll 1 Enable $02
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Scroll 2 Enable $0C
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Scroll 2 Enable $0C
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$70-$71 Priority mask Layer 0
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$72-$73 Priority mask Layer 2
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Fixed registers:
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$80-$81 Sound command
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$88-$89 Sound fade
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Scroll sizes:
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Scroll 2 (16 x 16) Width 32 (64 bytes between each horiz. position)
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Scroll 2 (16 x 16) Height 32
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Offset of each palette entry
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Sprite Palette 0 to 31 (16 colors per Palette)
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Scroll1 Palette 32 to 63 (16 colors per Palette)
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Scroll2 Palette 64 to 95 (16 colors per Palette)
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Scroll3 Palette 96 to 127 (16 colors per Palette)
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Sprite Table Size $0800
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Row Scroll Size $0800
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Scroll 1 (8 x 8 tiles):
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Attribute word layout:
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$0001 colour
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$0002 colour
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$0004 colour
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$0008 colour
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$0010 colour
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$0020 X Flip
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$0040 Y Flip
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$0080
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$0100
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$0200
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$0400
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$0800
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$1000
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$2000
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$4000
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$8000
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Scroll 2 (16 x 16 tiles):
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Attribute word layout:
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$0001 colour
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$0002 colour
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$0004 colour
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$0008 colour
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$0010 colour
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$0020 X Flip
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$0040 Y Flip
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$0080 ??? Priority
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$0100 ??? Priority
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$0200
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$0400
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$0800
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$1000
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$2000
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$4000
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$8000
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Scroll 3 (32x32 tiles):
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Attribute word layout:
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$0001 colour
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$0002 colour
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$0004 colour
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$0008 colour
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$0010 colour
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$0020 X Flip
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$0040 Y Flip
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$0080
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$0100
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$0200
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$0400
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$0800
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$1000
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$2000
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$4000
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$8000
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Sprites:
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Sprites are represented by a number of 8 byte values
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xx xx yy yy nn nn aa aa
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where xxxx = x position
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yyyy = y position
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nnnn = tile number
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aaaa = attribute word
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$0001 colour
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$0002 colour
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$0004 colour
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$0008 colour
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$0010 colour
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$0020 X Flip
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$0040 Y Flip
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$0080 unknown
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$0100 X block size (in sprites)
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$0200 X block size
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$0400 X block size
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$0800 X block size
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$1000 Y block size (in sprites)
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$2000 Y block size
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$4000 Y block size
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$8000 Y block size
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The end of the table (may) be marked by an attribute value of $FF00.
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To use block sprites, the sprites must be layed out in 16 tile
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(256 pixel) wide blocks.
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Input:
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Player 1 input is $800000 (WORD)
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$01 Right
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$02 Left
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$04 Up
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$08 Down
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$10 Button 1
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$20 Button 2
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$40 Button 3(?) Not used in Final Fight.
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$80 Button 4(?)
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IRQs:
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IRQ 2 (Normal 68000 IRQ 2) is the VBlank IRQ
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IRQ 4 (?)
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Comments from Paul Leaman:
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The graphics are all stored in planar format with 4 bits per pixel. The
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graphics appear to be organised in 4 separate banks of memory. There are
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2 banks with two planes per bank for the left half of 16x16 tiles and 2
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further banks for the right half of the 16x16 tiles.
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The graphics are very flexible. You aren't restricted to set numbers of
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characters, tiles or sprites. This makes it a perfect system for developing
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new games.
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There is a lump of video RAM that holds the sprites, palette, scroll 1,
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scroll 2 and scroll 3. The actual base adresses of these areas within the
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video RAM are controlled by registers. By altering the base addresses, it
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looks like you can double-buffer sprites etc.
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There are a set of output registers that control the scrolling and base
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adresses of the video RAM and various layer priorities etc.
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</PRE>
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</H4>
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<HR>
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<CENTER>
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<A HREF="http:\\www.vintagegaming.com">
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<IMG SRC="pacman_anim.gif" WIDTH=468 HEIGHT=60 BORDER=0><BR>
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</A>
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<FONT COLOR="#FF0000"><B>Hosted by the Vintage Gaming Network</B></FONT>
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</CENTER>
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</BODY>
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</HTML>

Capcom.pin.txt

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Capcom pinouts from [email protected] (Tony Jones)
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Capcom pcb (56pin), not Jamma
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-----------------------------
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gnd A 1 gnd
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gnd B 2 gnd
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+5v C 3 +5v
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+5v D 4 +5v
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Green E 5 Red
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Sync F 6 Blue
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gnd H 7 gnd
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-key- J 8 -key-
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2shot2 K 9 1shot2
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2shot1 L 10 1shot1
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2up M 11 1up
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2down N 12 1down
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2left P 13 1left
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2right R 14 1right
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gnd S 15 gnd
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select2 T 16 select1
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(d5) U 17 (d4)
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coin2 V 18 coin1
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gnd W 19 gnd
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n/c X 20 n/c
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n/c Y 21 n/c
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12v com Z 22 12v com
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count2 a 23 count1
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audio- b 24 audio+
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+12v c 25 +12v
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12v gnd d 26 12v gnd
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gnd e 27 gnd
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gnd f 28 gnd
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