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/* 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
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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
*/
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