summaryrefslogblamecommitdiffstatshomepage
path: root/src/mame/video/konamiic.txt
blob: 6ff87b7f0721714857942062a5ec4a2843ddbad9 (plain) (tree)



















                                                                                





















































































































                                                                                                                                                                          
                                                                                                            






































                                                                                               
                        





















                                                            
                         
 









                                                                           

                                                                             




















                                                                               


                                                            






























                                                                           
  
/* this file houses information previously in konamiic.c / konicdev.c
   because it has no other home now this has been split into separate files


TODO:
- It seems shadows can both affect underlying sprites and not. This is currently
  hardcoded in the drivers; there might be a control bit somewhere.
  Games requiring shadows to affect sprites behind them:
  - Surprise Attack (dark glass walls in level 3)
  - 88 Games (angle indicator in the long jump event)
  - Sunset Riders (bull's eye in the saloon cutscene)
  - TMNT 2 (lightbeam in level 4 cave)
  - Metamorphic Force (double! lightbeam just before the last boss)
  Games requiring shadows to NOT affect sprites behind them:
  - Asterix (Asterix's shadow would be over his feet otherwise)
  - X-Men is dubious, see enemies halfway through level 1 coming from above with
    boulders over their heads.

- scrollcontrol = 30 in Golfing Greats (leader board)



                      Emulated
                         |
                  board #|year    CPU      tiles        sprites  priority palette    other
                    -----|---- ------- ------------- ------------- ------ ------ ----------------
Hyper Crash         GX401 1985                   GX400
Twinbee             GX412*1985   68000           GX400
Yie Ar Kung Fu      GX407*1985    6809
Gradius / Nemesis   GX456*1985   68000           GX400
Shao-lins Road      GX477*1985    6809
Jail Break          GX507*1986 KONAMI-1          005849                   PROMs
Finalizer           GX523*1985 KONAMI-1          005885                   PROMs
Konami's Ping Pong  GX555*1985     Z80
Iron Horse          GX560*1986    6809           005885                   PROMs
Konami GT           GX561*1985   68000           GX400
Green Beret         GX577*1985     Z80           005849                   PROMs
Galactic Warriors   GX578*1985   68000           GX400
Salamander          GX587*1986   68000           GX400
WEC Le Mans 24      GX602*1986 2x68000
BAW / Black Panther GX604*1987   68000           GX400                    007593
Combat School /     GX611*1987    6309           007121(x2)               007327
  Boot Camp
Rock 'n Rage /      GX620*1986    6309 007342        007420               007327
  Koi no Hotrock
Mr Kabuki/Mr Goemon GX621*1986     Z80           005849
Jackal              GX631*1986    6809           005885(x2)               007327 007343 (address decoder)
Contra / Gryzor     GX633*1987    6309           007121(x2)               007593
Flak Attack         GX669*1987    6309           007121                   007327 007452
Devil World / Dark  GX687*1987 2x68000           TWIN16
  Adventure / Majuu no Oukoku
Double Dribble      GX690*1986  3x6809           005885(x2)               007327 007452
Kitten Kaboodle /   GX712*1988                   GX400                    007593 051550
  Nyan Nyan Panic
Chequered Flag      GX717*1988  052001               051960 051937(x2)           051316(x2) (roz) 051733 (protection)
Fast Lane           GX752*1987    6309           007121                          051733 (protection) 007801
Hot Chase           GX763*1988 2x68000                                           051316(x3) (roz) 007634 007635 007558 007557
Rack 'Em Up /       GX765*1987    6309 007342        007420               007327 007324
  The Hustler
Haunted Castle      GX768*1988  052001           007121(x2)               007327
Ajax / Typhoon      GX770*1987   6309+ 052109 051962 051960 051937  PROM  007327 051316 (roz)
                                052001
Labyrinth Runner /  GX771*1987    6309           007121                   007593 051733 (protection) 051550
  Trick Trap
Super Contra        GX775*1988  052001 052109 051962 051960 051937  PROM  007327
Battlantis          GX777*1987    6309 007342        007420               007327 007324
Vulcan Venture /    GX785*1988 2x68000           TWIN16
  Gradius 2
City Bomber         GX787*1987   68000           GX400                    007593 051550
Over Drive          GX789*1990 2x68000               053247 053246 053251 051316(x2) (roz) 053249 053250(x2) (road) 053252(*)
Hyper Crash         GX790 1987
Blades of Steel     GX797*1987    6309 007342        007420               007327 051733 (protection)
The Main Event      GX799*1988    6309 052109 051962 051960 051937  PROM
Missing in Action   GX808*1989   68000 052109 051962 051960 051937  PROM
Missing in Action J GX808*1989 2x68000           TWIN16
Crime Fighters      GX821*1989  052526 052109 051962 051960 051937  PROM
Special Project Y   GX857*1989    6309 052109 051962 051960 051937  PROM         052591 (protection)
'88 Games           GX861*1988  052001 052109 051962 051960 051937  PROM         051316 (roz)
Final Round /       GX870*1988 1x68000           TWIN16?
  Hard Puncher
Thunder Cross       GX873*1988  052001 052109 051962 051960 051937  PROM  007327 052591 (protection)
Aliens              GX875*1990  052526 052109 051962 051960 051937  PROM
Gang Busters        GX878*1988  052526 052109 051962 051960 051937  PROM
Devastators         GX890*1988    6309 052109 051962 051960 051937  PROM         007324 051733 (protection)
Bottom of the Ninth GX891*1989    6809 052109 051962 051960 051937  PROM         051316 (roz)
Cue Brick           GX903*1989   68000 052109 051962 051960 051937  PROM
Cue Brick           GX903*1989 2x68000           TWIN16
Punk Shot           GX907*1990   68000 052109 051962 051960 051937 053251
Ultraman            GX910*1991   68000 ------ ------ 051960 051937  PROM         051316(x3) (roz) 051550
Surprise Attack     GX911*1990  053248 052109 051962 053245 053244 053251
Lightning Fighters /GX939*1990   68000 052109 051962 053245 053244 053251
  Trigon
Gradius 3           GX945*1989 2x68000 052109 051962 051960 051937  PROM
Parodius            GX955*1990  053248 052109 051962 053245 053244 053251
TMNT                GX963*1989   68000 052109 051962 051960 051937  PROM
Block Hole          GX973*1989  052526 052109 051962 051960 051937  PROM
Escape Kids         GX975*1991  053248 052109 051962 053247 053246 053251        053252(*)
Rollergames         GX999*1991  053248 ------ ------ 053245 053244               051316 (roz) 053252(*)
Bells & Whistles /  GX060*1991   68000 052109 051962 053245 053244 053251        054000 (collision)
  Detana!! Twin Bee
Golfing Greats      GX061*1991   68000 052109 051962 053245 053244 053251        053936 (roz+)
TMNT 2              GX063*1991   68000 052109 051962 053245 053244 053251        053990 (protection) 051550
Sunset Riders       GX064*1991   68000 052109 051962 053245 053244 053251        054358
X-Men               GX065*1992   68000 052109 051962 053247 053246 053251        054539 (sound)
XEXEX               GX067*1991   68000 054157 054156 053247 053246 053251        053250?("road") 054338 (alpha blending) 054539 (sound)
Asterix             GX068*1992   68000 054157 054156 053245 053244 053251        054358
G.I. Joe            GX069*1992   68000 054157 054156 053247 053246 053251        054539 (sound)
The Simpsons        GX072*1991  053248 052109 051962 053247 053246 053251
Thunder Cross 2     GX073*1991   68000 052109 051962 051960 051937 053251        054000 (collision)
Vendetta /          GX081*1991  053248 052109 051962 053247 053246 053251        054000 (collision)
  Crime Fighters 2
Premier Soccer      GX101*1993   68000 052109 051962 053245 053244 053251        053936 (roz+) 054986
Hexion              GX122*1992     Z80                                           052591 (protection) 053252(*)
Entapous /          GX123*1993   68000 054157 054156 055673 053246 055555        053252(*) 054000 053936 (roz+)
  Gaiapolis
Mystic Warrior      GX128*1993   68000 054157 054156 055673 053246 055555        054338 (alpha blending) 053252(*) 054539(x2) (sound)
Cowboys of Moo Mesa GX151*1992   68000 054157 054156 053247 053246 053251        053252(*) 054338 (alpha blending) 053990 (protection)
Violent Storm       GX168*1993   68000 054157 054156 055673 053246 055555        054338 (alpha blending) 055550 054539(x2) (sound)
Monster Maulers /   GX170*1993   68000 054157 054156 055673 053246 055555        053252(*) 055550 054338 (alpha blending) 054539 (sound) 053936 (roz+)
  Ultimate Battler Dadandarn
Bucky 'O Hare       GX173*1992   68000 054157 054156 053247 053246 053251        054338 (alpha blending) 054539 (sound)
Potrio              GX174 1992
Lethal Enforcers    GX191*1992    6309 054157(x2) 054156 053245 053244(x2)       054000 054539 (sound)
Metamorphic Force   GX224*1993   68000 054157 054157 055673 053246 055555
Martial Champion    GX234*1993   68000 054157 054156 055673 053246 055555        053252(*) 054338 (alpha blending) 053990 054539 (sound)
Run and Gun         GX247*1993   68000 (TTL tilemap) 055673 053246               053253(x2) 053252(*) 053936 (roz+) 054539(x2) (sound)
Quiz Gakumon no     GX248*1993   68000 052109 051962 053245 053244 053251        053990 (protection) 051550 - same board as TMNT2
  Susume
Polygonet Commander GX305+1993   68020 (TTL tilemap)                             XC56156-40(3D DSP) 054009(x2) 054010(x2) 054539 (sound)
System GX (ver 1)   GX300*1993   68020 056832 054156 055673 053246 055555        054338 (alpha blending) 054539(x2) (sound) 053252(*) 053936 (optional on ROM board, roz+)
System GX (ver 2)   GX300*1995   68020 056832 058143 055673 058142 055555        058144 (alpha blending) 058141 (sound) 053252(*) 053936 (optional on ROM board, roz+)
Beatmania DJ Main   GX858+1996   68020 056832 058143 056766        055555        058144 (alpha blending) 058141 (sound) 053252(*)
Tail to Nose             *1989   68000          V-System                         051316 (roz)
F-1 Grand Prix           *1991 2x68000          V-System                         053936 (roz+)
F-1 Grand Prix Part II   *1992 2x68000          V-System                         053936 (roz+)
Lethal Crash Race        *1993   68000          V-System                         053936 (roz+)
Super Slams              *1995   68000          V-System                         053936 (roz+)
Blazing Tornado          *1991   68000            Metro                          053936 (roz+)
Dragon Ball Z 2          *1994   68000 054157 054156 053247 053246 053251(x2)    053936(x2) (roz+) 053252(*)


Notes:
* 053252 seems to be just a timing/interrupt controller (see Vendetta schematics).

- Old games use 051961 instead of 052109, it is an earlier version functionally
  equivalent (maybe 052109 had bugs fixed). The list always shows 052109 because
  the two are exchangeable and 052109's are found also on original boards whose
  schematics show a 051961.

- Starting with the version 2 System GX mainboard, the following chip substitutions took place.
  All "new" chips are equivalent to their older counterparts, but are in a smaller package (and
  presumably are made on a smaller process).  The exception is the 058141, which is equivalent
  to 2 54539s (and yet takes less board space than even 1).

  058141 = 054539 (x2) (2 sound chips in one)
  058142 = 053246 (sprites)
  058143 = 054156 (tiles)
  058144 = 054338 (alpha blending)



Status of the ROM tests in the emulated games:

Chequered Flag      pass
Ajax / Typhoon      pass
Super Contra        pass
Over Drive          pass
The Main Event      pass
Missing in Action   pass
Crime Fighters      pass
Special Project Y   pass
Konami 88           pass
Thunder Cross       pass
Aliens              pass
Gang Busters        pass
Devastators         pass
Bottom of the Ninth pass
Punk Shot           pass
Surprise Attack     pass
Lightning Fighters  pass
Gradius 3           pass
Parodius            pass
TMNT                pass
Block Hole          pass
Escape Kids         pass
Rollergames         pass
Bells & Whistles    pass
Golfing Greats      pass
TMNT 2              pass
Sunset Riders       pass
X-Men               pass
The Simpsons        pass
Thunder Cross 2     pass
Xexex               pass
Asterix             pass
GiJoe               pass
Vendetta            pass
Premier Soccer      fails 16D 18D 18F (053936)
Hexion              pass
Run and Gun         fails 36M (053936) 2U 2Y 5U 5Y (sprites)
Quiz Gakumon no Susume  pass
Dragon Ball Z 2     fails




005885  (this is currently just implemented in the drivers?)
------
Some games use two of these in pair. Jackal even puts together the two 4bpp
tilemaps to form a single 8bpp one.
It manages sprites and 32x32 or 64x32 tilemap (only Double Dribble uses the
64x32 one).
The chip also generates clock and interrupt signals suitable for a 6809.
It uses 0x2000 bytes of static RAM for the tilemaps and sprite lists, and two
64kx4bit DRAMs, presumably as a double frame buffer. The maximum addressable
ROM is 0x20000 bytes (addressed 16 bits at a time). Tile and sprite data both
come from the same ROM space. Double Dribble and Jackal have external circuitry
to extend the limits and use separated addressing spaces for sprites and tiles.
All games use external circuitry to reuse one or both the tile flip attributes
as an additional address bit.
Two 256x4 lookup PROMs are also used to increase the color combinations.
All tilemap / sprite priority handling is done internally and the chip exports
5 bits of color code, composed of 1 bit indicating tile or sprite, and 4 bits
of ROM data remapped through the PROM.

inputs:
- address lines (A0-A13)
- data lines (DB0-DB7)
- misc interface stuff
- data from the gfx ROMs (RDL0-RDL7, RDU0-RDU7)
- data from the tile lookup PROMs (VCD0-VCD3)
- data from the sprite lookup PROMs (OCD0-OCD3)

outputs:
- address lines for tilemap RAM (AX0-AX12)
- data lines for tilemap RAM (VO0-VO7)
- address lines for the DRAMs (FA0-FA7)
- control lines for the DRAMs (NWR0, NWR1, NRAS, NCAS, NFOE)
- data lines for the DRAMs (FD0-FD7)
- address lines for the gfx ROMs (R0-R15)
- address lines for the tile lookup PROMs (VCF0-VCF3, VCB0-VCB3)
- address lines for the sprite lookup PROMs (OCB0-OCB3, OCF0-OCF3)
- NNMI, NIRQ, NFIR, NCPE, NCPQ, NEQ for the main CPU
- misc interface stuff
- color code to be output on screen (COL0-COL4)


control registers
000:          scroll y
001:          scroll x (low 8 bits)
002: -------x scroll x (high bit)
     ----xxx- row/colscroll control
              000 = solid scroll (finalizr, ddribble bg)
              100 = solid scroll (jackal)
              001 = ? (ddribble fg)
              011 = colscroll (jackal high scores)
              101 = rowscroll (ironhors, jackal map)
003: ------xx high bits of the tile code
     -----x-- unknown (finalizr)
     ----x--- selects sprite buffer (and makes a copy to a private buffer?)
     --x----- unknown (ironhors)
     -x------ unknown (ironhors)
     x------- unknown (ironhors, jackal)
004: -------x nmi enable
     ------x- irq enable
     -----x-- firq enable
     ----x--- flip screen



*/