From 6ef46dd19bda16d8dce0c6aa7f46cdec67928d1c Mon Sep 17 00:00:00 2001 From: hap Date: Sat, 30 Aug 2025 11:24:22 +0200 Subject: djmain: add Guru readme [Guru] --- src/mame/konami/djmain.cpp | 217 ++++++++++++++++++++++++++++++++++----------- 1 file changed, 164 insertions(+), 53 deletions(-) diff --git a/src/mame/konami/djmain.cpp b/src/mame/konami/djmain.cpp index c27a3510cd2..e0a9de90345 100644 --- a/src/mame/konami/djmain.cpp +++ b/src/mame/konami/djmain.cpp @@ -1,48 +1,159 @@ // license:BSD-3-Clause // copyright-holders:smf -/* - * Beatmania DJ Main Board (GQ753) - * PCB label is "DMAIN", but the manuals call it "DJ_MAIN". - * - * Product numbers: (x: Q = full cabinet, C = conversion kit) - * GQ753 beatmania (first release in 1997.12) - * Gx853 beatmania 2nd MIX (1998.03) - * Gx825 beatmania 3rd MIX (1998.09) - * Gx858 beatmania complete MIX (1999.01) - * Gx847 beatmania 4th MIX (1999.04) - * Gx981 beatmania 5th MIX (1999.09) - * Gx988 beatmania complete MIX 2 (2000.01) - * Gx993 beatmania Club MIX (2000.03) - * Gx995 beatmania featuring Dreams Come True (2000.05) - * GxA05 beatmania CORE REMIX (2000.11) - * GxA21 beatmania 6th MIX (2001.07) - * GxB07 beatmania 7th MIX (2002.01) - * GxC01 beatmania THE FINAL (2002.07) - * - * Gx803 Pop'n Music (1998.09) - * Gx831 Pop'n Music 2 (1999.04) - * Gx980 Pop'n Music 3 (1999.09) - * - * Gx970 Pop'n Stage (1999.11) - * Gx970 Pop'n Stage EX (2000.03) - * - * Chips: - * 15a: MC68EC020FG25 @ 16 MHz - * 25b: 001642 or KS10101 (sprites, misc) - * 18d: 055555 (priority encoder) - * 5f: 056766 (color DAC) - * 18f: 056832 (tiles) - * 22f: 058143 = 054156 (tiles) - * 12j: 058141 = 054539 (x2) (2 sound chips in one) - * - * Vsync: 57.99667Hz - * Hsync: 24.24kHz - * - */ - -/* - -Dumping a HD image. +/******************************************************************************* + +Konami DJ Main (GQ753) +This PCB runs several music rhythm games. + +Product numbers: (x: Q = full cabinet, C = conversion kit) +GQ753 beatmania (first release in 1997.12) +Gx853 beatmania 2nd MIX (1998.03) +Gx825 beatmania 3rd MIX (1998.09) +Gx858 beatmania complete MIX (1999.01) +Gx847 beatmania 4th MIX (1999.04) +Gx981 beatmania 5th MIX (1999.09) +Gx988 beatmania complete MIX 2 (2000.01) +Gx993 beatmania Club MIX (2000.03) +Gx995 beatmania featuring Dreams Come True (2000.05) +GxA05 beatmania CORE REMIX (2000.11) +GxA21 beatmania 6th MIX (2001.07) +GxB07 beatmania 7th MIX (2002.01) +GxC01 beatmania THE FINAL (2002.07) + +Gx803 Pop'n Music (1998.09) +Gx831 Pop'n Music 2 (1999.04) +Gx980 Pop'n Music 3 (1999.09) + +Gx970 Pop'n Stage (1999.11) +Gx970 Pop'n Stage EX (2000.03) + + +Hardware Info By Guru +--------------------- + +PCB Layout (info from Beatmania 3rd Mix PCB) +---------- +KONAMI GQ753 DMAIN (note PCB says 'DMAIN' not 'DJMAIN'. Apparently it says DJ_MAIN in the manuals) +PWB(A3)0000041651 +MADE IN JAPAN +|---------------------------------------------------------------------------| +| CN9 CN8 CN7 CN6 CN3 CN5 | +| M66011FP NRPS11 | +|34051 056820 C4741 C4741 | +|34051 4AK16 4AK16 4AK16 | +| |------| 056602A | +| 825B01.6A |KONAMI| 056602A | +| |056766| 056602A | +|L8 825B02.8A |------| 056602A | +|L7 84256.9A CY7C185 | +|L6 84256.10A CY7C185 |------| | +|L5 CY7C185 |KONAMI| | +|L4 |-------| |058141| | +|L3 |68EC020| |------| | +|L2 |FG25 | 84256.14J | +|L1 |-------| PAL16V8.16C | +| LTC1232 |------| |------| | +| RESET_SW |KONAMI| |KONAMI| HM5116100 HM5116100 | +| MACH111 MACH211 |055555| |056832| HM5116100 HM5116100 | +|DIPSW3 |------| |------| HM5116100 HM5116100 | +| 825A03.19A HM5116100 HM5116100 | +|DIPSW2 |------| 18.432MHz CN4| +| 825A04.20A |-----------| 825B07.22D |KONAMI| 32MHz | +|DIPSW1 | | |058143| LEDHDD| +| 825A05.22A | | 825B08.23D |------| CN2| +| | 001642 | CN1 | +| 825A06.24A | | 825B09.25D 84256.25F | +| 84256.26A | | 84256.26F | +| 84256.27A |-----------| 825B10.27D 84256.27F JMP2 | +|---------------------------------------------------------------------------| +Notes: + 68EC020FG25 - Motorola MC68EC020FG25 CPU. Clock Input 16MHz [32/2]. Clock and reset are buffered through 001642 Custom. + NRPS11 - IDEC NRPS11-2A Miniature Resettable Circuit Protector + LTC1232 - Linear Technology LTC1232 Microprocessor Supervisory Circuit (Reset+Watchdog) + L1-8 - LEDs. They move slowly as the game runs, starting at L1 and ending at L8 then looping back to L1. + CN1/CN2 - 50 Pin 2.5" IDE Hard Drive Connector. Only CN1 is populated. + Games from Complete Mix onwards have HDD Password. Use the info further down to dump those HDDs. + The first 6 pins on the connector are not used and only the standard ATA IDE44 signals are + used by the main board. + The HDD model and size varies per game. The 2.5" HDD has jumpers for setting master, slave + or cable select using the first 4 pins of the 50 pin connector. The drive needs to be set + to cable select or master with a HIGH signal on the jumper pin to be seen by the PCB. + IDE44 pin 28 'Cable Select' is a PAL input signal so if the drive is not jumpered + correctly (or the signal is low) the IDE44 16-bit data bus 74F245 buffers are not enabled by + the PAL and the POST check will display Error E710 when the HDD is checked. + As a result of this, common IDE44 CF or SD card adapters don't work as they leave those + signals either floating, tied only low or the jumper pins are not present on the adapter. + CN3 - Red/White RCA jack for stereo output to bass speakers + CN4 - Power input connector. Pinout is GND, GND, 5V, 5V, 12V, 12V, GND, GND + CN5 - Red/White RCA jack for stereo output to main speakers + CN6 - Video output connector. Pinout is RED, GREEN, BLUE, SYNC, GND, GND + CN7 - 50 pin flat cable connector for controls + CN8 - 16 pin flat cable connector for driving high current devices (lamps/motors etc) + CN9 - RJ45 network connector. Uses RS-422A Differential Signalling. + 4AK16 - Hitachi 4AK16 60V 5A N-Channel Power MOSFET Array + PAL16V8.8C - PALCE16V8 marked '39423' + DSW1/2 - 8-position DIP Switch + DSW3 - 6-position DIP Switch + M66011FP - Mitsubishi M66011FP Serial Bus Controller. Clock input 4.000MHz [32/8]. + The Shift Clock Output is 57.99667Hz which is the same as the PCB VSync. + C4741 - NEC uPC4741 Quad Operational Amplifier + 34051 - Mitsubishi M5M34051P Dual RS-422A Transceiver (functionally equivalent to AM26LS31/AM26LS32) + 056602A - Konami Custom 056602A Ceramic Module. One module per speaker output (4 modules total). + The module contains a 5V regulator, 8 pin dual op-amp, capacitors/resistors, 74LS74, 74LS86 and a + Nippon Precision Circuits SM5877AM SSOP24 3rd-Order Sigma Delta 2-Channel DAC. + SM5877AM Clocks: CKO = 18.432MHz, BCKI = 1.536MHz [18.432/12], XTI = 18.432MHz + DS = LOW (normal speed). This is the cost-reduced version. A similar pin-compatible module + without the 'A' in the part number has two voltage regulators, two NJM2100 op-amps and a SM5871AM + SSOP28 3rd-Order Sigma Delta 2-Channel DAC, seen on earlier games such as Crypt Killer, Konami GV + and some other games such as Pop'n Music. + 056766 - Konami Custom 056766 24-bit RGB Color DAC + 056820 - Konami Custom Ceramic RGB Drive Module. Contains 5V regulator, transistors, capacitors and resistors. + This module drives the analog RGB output coming out of 056766 and outputs to the arcade monitor. It + normally runs hot as the module uses 12V with the regulator creating a clean 5V source for the circuit. + The full schematic is available at https://gurudumps.otenko.com/re/ (item #43) + 055555 - Konami Custom 055555 5-bits per Pixel Priority Encoder + 058141 - Konami Custom 058141 ADPCM 16-Channel Sound Chip. Functionally equivalent to 2x Konami Custom 054539. + 056832 - Konami Custom 056832 Tilemap Generator \ + 058143 - Konami Custom 058143 Tilemap Generator / These work together and are similar to 054156/054157 + but with larger tiles and more banks. + 001642 - Konami Custom 001642 Sprites and Miscellaneous Functions (CPU Reset Source, CPU Clock Source + more?). + This chip does not have 'Konami' printed on it. Also seen as 'KONAMI KS10101'. + CY7C185 - Cypress CY7C185 8kB x8-bit SRAM. POST Check = COL RAM. Error = E112 if any are bad. + 84256 - Fujitsu MB84256 32kB x8-bit SRAM + 9A, 10A - Work RAM. Not checked by POST. + 26A, 27A - Object RAM. POST Check = OBJ RAM. Error = E115 if any are bad. + 25F, 26F, 27F - Video RAM. POST Check = V RAM. Error = E113 if any are bad. + 14J - 058141 RAM. Not checked by POST. + HM5116100 - Hitachi HM5116100S6 16MB x1-bit Fast Page DRAM. POST Check = S RAM. Error E114 if any are bad. + MACH111 - AMD MACH111 CPLD marked '47831' + MACH211 - AMD MACH211 CPLD marked '39838A'. On some games including Pop'n Music this is replaced with + a Xilinx XC9536 CPLD. + JMP2 - 8-pin not-populated header to set HDD master/slave/cable select mode. Pins 1-4 of the + HDD connector CN1 and CN2 are tied to JMP2. All pins are open on the PCB with no connection + to anything else other than the HDD connector. These can be used when a 50 pin IDE cable + is used as that will cover the master and slave jumper pins on the HDD. A 50 pin 2.5" IDE cable is + the same cable used by 2.5" SCSI HDDs. It seems likely that Konami used some kind of adapter PCB + in the middle to interface the HDD with the main board. For Pop'n Music the HDD is 3.5" so there + was definitely a 2.5" to 3.5" cable adapter used. + The jumper pins are laid out like this.... + |---| + |1 2| + |---| + |3 4| + |5 6| + |7 8| + |---| + Jump pins 1-3 for Master, jump pins 3-4 for Cable Select. + ROMs - (All ROMs are 27C040) + 825B01/825B02 - Main Program + 825A03 to A06 - Sprites + 825B07 to B10 - Tiles + Syncs - Vsync - 57.99667Hz + Hsync - 24.24kHz + + +Dumping a HDD image +------------------- 2.5 inch 2.5 to 2.5 to hard drive 3.5 adapter long 3.5 IDE cable 3.5 adapter PCB @@ -55,16 +166,16 @@ hard drive 3.5 adapter long 3.5 IDE cable 3.5 adapter PCB || /\ ||<-- Power connector || || not used || || - || - --------- unplug here - | PC | when game PCB is booted - |Power | and working. Boot Windows and stop at menu (F8) - |Supply | Then plug HD into PC IDE controller, and continue boot process - |+5V and| then dump the hard drive with Winhex - |GND | once PC is booted up again. - --------- + || || + |-------| Unplug here when game PCB is booted and working. + | PC | Boot PC and stop at boot menu (F8). + |Power | Then plug HDD into PC IDE controller and continue boot process. + |Supply | Then dump the hard drive with Winhex or some other HDD imaging + |+5V and| software once PC is booted up. + |GND | + |-------| -*/ +*******************************************************************************/ #include "emu.h" @@ -101,7 +212,7 @@ public: , m_objrom(*this, "sprites") , m_objram(*this, "objram") , m_sndram(*this, "sndram") - , m_pcb_leds(*this, "pled%u", 0U) + , m_pcb_leds(*this, "pled%u", 1U) , m_button_leds(*this, "led%u", 0U) , m_right_red_hlt(*this, "right-red-hlt") , m_left_red_hlt(*this, "left-red-hlt") -- cgit v1.2.3