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https://github.com/holub/mame
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-hng64.cpp: major documentation update [Guru]
-kongs470.cpp: documented release year [eientei]
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@ -6,17 +6,17 @@ Driver by David Haywood, ElSemi, Andrew Gardner and Angelo Salese
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Notes:
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* The top board is likely identical for all revisions and all "versions" of the hardware.
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* The main board is identical for all revisions and all "versions" of the hardware.
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It contains the main MIPS CPU and a secondary communications KL5C80.
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* The bottom board is what changes between hardware "versions". It has a Toshiba MCU with
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a protected internal ROM. This MCU controls (at least) the inputs per game and communicates
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* The I/O board is what changes between hardware "versions". It has a Toshiba MCU with a protected
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internal ROM which has been dumped. This MCU controls (at least) the inputs per game and communicates
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with the main board through dualport RAM.
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* I believe that this secondary board is used as a protection device.
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The "board type" code comes from it in dualport RAM, and each game reads its inputs differently through dualport.
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It's capable of changing the input ports dynamically (maybe explaining Roads Edge's "do not touch" quote below).
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It probably has a lot to do with the network (Roads Edge network connectors are on this board).
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It's capable of changing the input ports dynamically.
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It has nothing to do with the network. The network connector and all network hardware is located on the main board.
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* The Toshiba CPU datasheet is here : http://kr.ic-on-line.cn/IOL/viewpdf/TMP87CH40N_1029113.htm
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@ -62,180 +62,454 @@ ToDo:
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* Correct cpu speed
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* How to use the FPGA data ('ROM1')
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*/
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/*
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NeoGeo Hyper 64 (Main Board)
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SNK, 1997
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------------------------------------------------------------------------------
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Hyper NeoGeo 64, SNK 1997-1999
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Hardware info by Guru
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This is a 3D system comprising one large PCB with many custom smt components
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on both sides, one interface PCB with JAMMA connector and sound circuitry, and
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one game cartridge. Only the Main PCB and interface PCB are detailed here.
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This is a 3D system comprising....
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- One large PCB with many custom surface-mounted components on both sides.
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- One separate interface PCB with JAMMA and/or several other connectors, I/O microcontroller, dualport RAM, video DAC and sound amp circuitry.
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- One game cartridge inside a metal case.
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PCB Layout (Top)
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----------------
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There are only 7 games on this system. In some cases the game name changes depending on the BIOS region.
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The games in order of release are....
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001 Roads Edge / Round Trip
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002 Samurai Shodown 64 / Samurai Spirits 64
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003 Xtreme Rally / Off Beat Racer!
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004 Beast Busters 2nd Nightmare
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005 Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden
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006 Fatal Fury: Wild Ambition / Garou Densetsu: Wild Ambition
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007 Buriki One: World Grapple Tournament '99 in Tokyo
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When powering a Hyper Neogeo 64 board, all four +5v pins on the JAMMA connector should have +5v going to them and ALL of the grounds should be
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connected, not just a couple. This is due to the main board requiring several amps to operate. Additionally, the power connector on the I/O
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board must be connected to the main board 5-pin connector otherwise the main board will not power up. The I/O board power connector is not
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optional. It is recommended to use a 15-Amp PSU to power the game.
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A correctly powered board will display a blue screen with white text as the game boots up.
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However the two Samurai Showdown games show a solid blue screen for a few seconds then a black screen with white text....
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'NOW I/O INITIALIZING SEQUENCE 1'
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and after a few seconds...
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'NOW I/O INITIALIZING SEQUENCE 2'
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The main board has one version. Any main board will play any game. The only thing that changes between main boards is the BIOS, either
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Japan, US or Export regions and the BIOS is easily changed by simply reflashing the ROM. There is another BIOS just for Korea which is said
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to only play the Samurai Showdown games. If you have this version and want to play other games, simply reflash the ROM to one of the more
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useful regions. For the three main BIOS dumps (excluding Korea), all of them will run any game with in-game differences like a changed title
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screen and some text shown in either English or a different language. The language can be changed between Japanese and English in the test
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mode but it doesn't change all texts. To have a fully English version of a game use a USA or World region BIOS. All chips on the main board
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are identical regardless of the region. The communication flashROM has been dumped from driving, fighting and gun main boards and was
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identical.
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Several BIOS ROMs were dumped from fighting, driving and the gun boards and matched existing archives.
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There are only 4 known BIOS regions.... Japan, USA, Export and Korea.
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Main Board PCB Layout (Top)
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---------------------
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LVS-MAC SNK 1997.06.02
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|--------------------------------------------------------------|
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| CONN9 |
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|CON4 CON9 CON1 IC2 |
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| DPRAM1 LED2|
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| ASIC1 ASIC3 U4 CPU1 U28 LED1|
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| ROM1 |
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| ASIC1 ASIC3 CPU1 |
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| DPRAM1 |
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| OSC2 ASIC5 ROM1|
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| FSRAM1 OSC2 |
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| FSRAM2 FPGA1 |
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| FSRAM3 ASIC10 OSC4 |
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| OSC2 OSC1 ASIC5 U24 FPGA1 |
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| FSRAM1 |
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| FSRAM2 CON8|
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| FSRAM3 ASIC10 OSC4 |
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| CPU3 IC4 |
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| PSRAM1 ASIC7 ASIC8 DSP1 OSC3 SRAM5 |
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| PSRAM2 FROM1 |
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| PSRAM1 ASIC7 ASIC8 DSP1 SRAM5 IC3|
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| PSRAM2 OSC3 FROM1 |
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| CONN10 |
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| CON10 CON6 |
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|--------------------------------------------------------------|
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Note All ICs shown.
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No. PCB Label IC Markings IC Package
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----------------------------------------------------
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01 ASIC1 NEO64-REN QFP304
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02 ASIC3 NEO64-GTE QFP208
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03 ASIC5 NEO64-SYS QFP208
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04 ASIC7 NEO64-BGC QFP240
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05 ASIC8 NEO64-SPR QFP208
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06 ASIC10 NEO64-SCC QFP208
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07 CPU1 NEC D30200GD-100 VR4300 QFP120
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08 CPU3 KL5C80A12CFP QFP80
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09 DPRAM1* IDT7133 LA35J PLCC68
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10 DSP1 L7A1045 L6028 DSP-A QFP120
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11 FPGA1 ALTERA EPF10K10QC208-4 QFP208
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12 FROM1 MBM29F400B-12 TSOP48 (archived as FROM1.BIN)
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13 FSRAM1 TC55V1664AJ-15 SOJ44
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14 FSRAM2 TC55V1664AJ-15 SOJ44
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15 FSRAM3 TC55V1664AJ-15 SOJ44
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16 IC4 SMC COM20020-5ILJ PLCC28
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17 OSC1 M33.333 KDS 7M -
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18 OSC2 M50.113 KDS 7L -
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19 OSC3 A33.868 KDS 7M -
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20 OSC4 A40.000 KDS 7L -
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21 PSRAM1 TC551001BFL-70L SOP32
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22 PSRAM2 TC551001BFL-70L SOP32
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23 ROM1 ALTERA EPC1PC8 DIP8 (130817 bytes, archived as ROM1.BIN)
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24 SRAM5 TC55257DFL-85L SOP28
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No. PCB Label IC Markings IC Package Use
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----------------------------------------------------------------------------------------------------------------------------------------
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01 ASIC1 NEO64-REN QFP304 3D Render Engine
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02 ASIC3 NEO64-GTE QFP208 2D Transform Engine
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03 ASIC5 NEO64-SYS QFP208 System Bus Controller
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04 ASIC7 NEO64-BGC QFP240 Background GFX Controller
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05 ASIC8 NEO64-SPR QFP208 Sprite Generator
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06 ASIC10 NEO64-SCC QFP208 Scroll Character Controller
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07 CPU1 NEC D30200GD-100 VR4300 QFP120 NEC VR4300 CPU; Clock Input 33.333MHz on pin 16. DivMode0=1, DivMode1=1; MasterClock=33.333MHz; PClock (Internal)=99.999MHz (i.e. 100MHz), TClock=33.333MHz
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08 CPU3 KL5C80A12CFP QFP80 Communication CPU (Z80-based) with on-board peripherals and 512b RAM. Clock input 10.000MHz on pin 24 [40/4]
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09 DPRAM1* IDT7133 LA35J PLCC68 IDT7133 Dual-Port RAM
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10 DSP1 L7A1045 L6028 DSP-A QFP120 L7A1045 DSP-A
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11 FPGA1 ALTERA EPF10K10QC208-4 QFP208 Altera FPGA, programmed as a network controller
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12 FROM1 MBM29F400B-12 TSOP48 Communication program, same on all versions of the main board. Dumped as FROM1.BIN
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13 FSRAM1 TC55V1664AJ-15 SOJ44 Static RAM
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14 FSRAM2 TC55V1664AJ-15 SOJ44 Static RAM
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15 FSRAM3 TC55V1664AJ-15 SOJ44 Static RAM
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16 IC4 SMC COM20020-5ILJ PLCC28 5Mbps ARCNet Controller
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17 OSC1 M33.333 KDS 7M 7050 33.333MHz Oscillator, connected to the VR4300 CPU and NEO64-GTE
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18 OSC2 M50.113 KDS 7L 7050 50.113MHz Oscillator, connected to NEO64-BGC
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19 OSC3 A33.868 KDS 7M 7050 33.868MHz Oscillator, connected directly to the DSP-A
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20 OSC4 A40.000 KDS 7L 7050 40MHz Oscillator, connected to the Altera FPGA
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21 PSRAM1 TC551001BFL-70L SOP32 Static RAM
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22 PSRAM2 TC551001BFL-70L SOP32 Static RAM
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23 ROM1 ALTERA EPC1PC8 DIP8 FPGA Configuration IC. Dumped as ROM1.BIN (130817 bytes)
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24 SRAM5 TC55257DFL-85L SOP28 Static RAM
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25 U4 LVX245 TSSOP20 Logic
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26 IC3 75ALS181 SOIC14 EIA 422/EIA 485 Differential Driver/Receiver
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27 U28 LCX16245 TSSOP48 Logic
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28 U24 LCX157 TSSOP16 Logic
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29 IC2 PQ3DF53 TO-3P 3.3V 5A Regulator
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30 LED1 Lights up for 1/2 second at power-on then goes off
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31 LED2 Lights up when the power-up communication test passes and stays on
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32 CON9 \
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33 CON10 / Game cart plugs in here
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34 CON4 Power from I/O board plugs in here
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35 CON1 Unknown connector (accessible from the top for an option board)
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36 CON6 Unknown connector (accessible from the top for an option board)
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37 CON8 15 pin JST NH connector for network data (connects to 75ALS181)
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* The IDT 7133 / 7143 lack interrupts and just act as 0x1000 bytes (2x 0x800 16-bit words) of RAM
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* The IDT 7133 / 7143 lacks interrupts and just acts as 0x1000 bytes (2x 0x800 16-bit words) of RAM
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IDT 7133 - 32K (2K X 16 Bit) MASTER Dual-Port SRAM
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IDT 7143 - 32K (2K X 16 Bit) SLAVE Dual-Port SRAM
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PCB Layout (Bottom)
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Main Board PCB Layout (Bottom)
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---------------------
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LVS-MAC SNK 1997.06.02
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|--------------------------------------------------------------|
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| CONN10 |
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| U5 U6 U7 U8 U9 U10 U11 U12 |
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| PSRAM4 ASIC9 SRAM4 CPU2 Y1 |
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| PSRAM3 SRAM1 SRAM3 |
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| SRAM2 |
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| FSRAM6 DRAM3 |
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| FSRAM5 |
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| PSRAM4 ASIC9 CON2 SRAM4 CPU2 Y1 |
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| PSRAM3 SRAM1 CON3 SRAM3 |
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| SRAM2 |
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| U26 U23 |
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| FSRAM6 DRAM3 U21 U22 |
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| FSRAM5 CON5 |
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| FSRAM4 DRAM1 |
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| BROM1 DRAM2 |
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| ASIC2 ASIC4 ASIC6 |
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| CONN9 |
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| U31 BROM1 DRAM2 U20 U27 |
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| U19 |
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| U17 |
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| ASIC2 ASIC4 ASIC6 U16 |
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| U18 |
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| U3 U2 U1 IC1 |
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|--------------------------------------------------------------|
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Note All ICs shown.
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No. PCB Label IC Markings IC Package
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----------------------------------------------------
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01 ASIC2 NEO64-REN QFP304
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02 ASIC4 NEO64-TRI2 QFP208
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03 ASIC6 NEO64-CVR QFP120
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04 ASIC9 NEO64-CAL QFP208
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05 BROM1 MBM29F400B-12 TSOP48 (archived as BROM1.BIN)
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06 CPU2 NEC D70236AGJ-16 V53A QFP120
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07 DRAM1 HY51V18164BJC-60 SOJ42
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08 DRAM2 HY51V18164BJC-60 SOJ42
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09 DRAM3 HY51V18164BJC-60 SOJ42
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10 FSRAM4 TC55V1664AJ-15 SOJ44
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11 FSRAM5 TC55V1664AJ-15 SOJ44
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12 FSRAM6 TC55V1664AJ-15 SOJ44
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13 PSRAM3 TC551001BFL-70L SOP32
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14 PSRAM4 TC551001BFL-70L SOP32
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15 SRAM1 TC55257DFL-85L SOP28
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16 SRAM2 TC55257DFL-85L SOP28
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17 SRAM3 TC551001BFL-70L SOP32
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18 SRAM4 TC551001BFL-70L SOP32
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19 Y1 D320L7 XTAL (32MHz)
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No. PCB Label IC Markings IC Package Use
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----------------------------------------------------------------------------------------------------------------------------------------
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01 ASIC2 NEO64-REN QFP304 3D Render Engine
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02 ASIC4 NEO64-TRI2 QFP208 Triangle Engine
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03 ASIC6 NEO64-CVR QFP120 Possible RAM Controller (wired to the CPU)
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04 ASIC9 NEO64-CAL QFP208 I/O <-> Main board System Arbitrator (connected to I/O PCB via CON2/CON3)
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05 BROM1 MBM29F400B-12 TSOP48 BIOS, dumped as BROM1.BIN
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06 CPU2 NEC D70236AGJ-16 V53A QFP120 NEC V53A CPU (code compatible with V20/V30). Clock input 32MHz. Internal Clock=Input Clock/2 (i.e. 16MHz)
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07 DRAM1 HY51V18164BJC-60 SOJ42 Dynamic RAM
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08 DRAM2 HY51V18164BJC-60 SOJ42 Dynamic RAM
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09 DRAM3 HY51V18164BJC-60 SOJ42 Dynamic RAM
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10 FSRAM4 TC55V1664AJ-15 SOJ44 Static RAM
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11 FSRAM5 TC55V1664AJ-15 SOJ44 Static RAM
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12 FSRAM6 TC55V1664AJ-15 SOJ44 Static RAM
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13 PSRAM3 TC551001BFL-70L SOP32 Static RAM
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14 PSRAM4 TC551001BFL-70L SOP32 Static RAM
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15 SRAM1 TC55257DFL-85L SOP28 Static RAM
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16 SRAM2 TC55257DFL-85L SOP28 Static RAM
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17 SRAM3 TC551001BFL-70L SOP32 Static RAM
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18 SRAM4 TC551001BFL-70L SOP32 Static RAM
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19 Y1 D320L7 XTAL 32MHz Crystal tied directly to the V53A
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20 U5 LCX16374 TSSOP48 Logic
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21 U6 LCX16374 TSSOP48 Logic
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22 U7 LCX16374 TSSOP48 Logic
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23 U8 LCX16374 TSSOP48 Logic
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24 U9 LCX16374 TSSOP48 Logic
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25 U10 LCX16374 TSSOP48 Logic
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26 U11 LCX16374 TSSOP48 Logic
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27 U12 LCX16374 TSSOP48 Logic
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28 U26 S32X245 TSSOP40 Logic
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29 CON2 \
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30 CON3 / I/O board plugs in here
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31 IC1 PST573J MMP-3A System Reset, trigger 2.7V
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32 U16 LCX16245 TSSOP48 Logic
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33 U17 LCX16245 TSSOP48 Logic
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34 U18 LCX16245 TSSOP48 Logic
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35 U19 LCX16245 TSSOP48 Logic
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36 U20 LCX16245 TSSOP48 Logic
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37 U21 LCX16245 TSSOP48 Logic
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38 U22 LCX16245 TSSOP48 Logic
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39 U23 LCX16245 TSSOP48 Logic
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40 U27 LCX16245 TSSOP48 Logic
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41 U31 S32X245 TSSOP40 Logic
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42 U1 S32X245 TSSOP40 Logic
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43 U2 S32X245 TSSOP40 Logic
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44 U3 S32X245 TSSOP40 Logic
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45 CON5 - Unknown connector (accessible from the bottom for an option board)
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It seems that although there are extra connectors for option boards, none were actually made or used on any game.
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It is possible the option connectors were for factory testing.
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INTERFACE PCB
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-------------
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I/O Boards
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----------
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A special I/O board is required to boot the system which plugs into two custom connectors on the bottom of the main board.
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There are 3 types:
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LVS-IOJ runs the driving games and the Samurai Showdown games.
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LVS-JAM runs all of the fighting games.
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LVS-IGX runs the gun game (Beast Busters 2nd Nightmare).
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Note using an incompatible game and I/O board combination will result in an error at bootup 'MACHINE CODE ERROR'
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For the driving games the network is also checked.
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As a work-around, to satisfy the network check on driving games simply join CON8 pins 1, 3, 5, 6, 7 & 8 then the
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network check will pass and the game will start.
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All of the I/O boards look completely different. Two boards are JAMMA. The third type doesn't have an edge connector and instead uses
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several JST connectors. The main control chip on this board is a Toshiba TMP87PH40AN (or TMP87CH40AN) microcontroller with an internal 32kb
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program. The MCU from any I/O board can be swapped across different I/O boards and works fine. Several chips have been documented and were
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all marked the same so there is only one revision of the control chip and it is identical on all versions of the I/O boards. The
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microcontroller has an external serial EEPROM connected to it to configure the control mode 'ID Code' which it puts into the dualport RAM on
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||||
the I/O board and the game software checks it. I (Guru) confirmed that swapping the EEPROM from the LVS-JAM board onto a LVS-IOJ board
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allows the other fighting games to boot and run. An EEPROM from a driving I/O board was re-programmed with the LVS-JAM EEPROM dump and put
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onto the LVS-JAM I/O board and it worked fine. So to summarise, the driving I/O board can be converted to run all of the fighting games
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simply by re-programming the EEPROM using the LVS-JAM dump in MAME.
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The first I/O board 'LVS-IOJ' dated 6-6-1997 has a JAMMA edge connector and runs the driving games and the two Samurai Showdown games. Note
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the first game on this system was Roads Edge, so while this has been known as the 1st rev fighting I/O board, it is actually the driving I/O
|
||||
board that just happens to play the two Samurai Showdown games. The two custom connectors on the I/O board that plug into the main board do
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not have power running to them. There is a 6 pin JST VH connector on the back of the I/O board directly below the JAMMA power pins which
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must be plugged into the main board. This cable powers the main board so without it the game will not boot up. There is a small volume pot
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||||
accessible on the front and two JST XH connectors for connection of extra buttons and other controls for the driving games. The JST
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connectors join with wires to some JST VL connectors in a bracket mounted to the bottom of the main board metal frame for MVS cabinet
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wiring hookups. The volume pot does nothing when the JAMMA connector is used. The output of the volume pot is connected to one of the JST
|
||||
connectors and only affects the volume when set to the MVS 3-Channel mode. Located just above the DPRAM1 chip, there are resistor pads
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||||
labelled 'MONO' and '3ch' with a small 2.2k-ohm surface-mounted resistor (marked 222). The default factory position is '3ch'. When the
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resistor is moved to the mono position, amplified audio comes out through the JAMMA connector. However note the volume pot does not work, it
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||||
is only for the 3-channel MVS audio. To change the JAMMA volume use the volume pot in the cabinet.
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LVS-IOJ SNK 1997.6.6
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||||
|---------------------------------------------|
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||||
| VOL CON2 J A M M A |
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||||
| OPAMP1 |
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||||
| IC2 |
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||||
| IC1 |
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||||
| IC3 U2 |
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||||
| IC8 |
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||||
| IC4 IOCTR1 IC7 OPAMP2 |
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||||
| 8MHz IC6|
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||||
| U17 U19 CON3 |
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||||
|SW1 DPRAM1 BT1 CON1 IC5 |
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||||
|---------------------------------------------|
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||||
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No. PCB Label IC Markings IC Package Use
|
||||
----------------------------------------------------------------------------------------------------------------------------------------
|
||||
01 DPRAM1 IDT 71321 LA55PF * QFP64 IDT 71321 High Speed 2k x8-bit Dual-Port Static Ram with Interrupts
|
||||
02 IC5 MC44200FT QFP44 Triple 8-bit Video DAC
|
||||
03 IOCTR1 TOSHIBA TMP87CH40N-4828 SDIP64 I/O Microcontroller with 32kb internal ROM. Clock Input 8.000MHz. Marked 'SNK-IOJ1.00A'. Dumped as TMP87PH40AN.BIN
|
||||
04 U17 EPSON RTC62423 SOP24 Real-Time Clock. Clock input 32.768kHz
|
||||
05 U19 TC55257DFL-85L SOP28 Static RAM
|
||||
06 IC1 NEC C1891ACY DIP20-400mil NEC uPC1891 Matrix Surround Sound Processor
|
||||
07 BT1 2430 3V Coin Battery with Solder Tags
|
||||
08 SW1 4 position DIPSW; Appears to be unused
|
||||
09 U2 BR9020F SOP8 2k-bit (128 words x 16-bit) Serial EEPROM. Dumped as LVS-IOJ-BR9020F.U2
|
||||
10 OPAMP1 AD8044 SOIC14 Quad 150MHz Rail to Rail Amplifier
|
||||
11 IC3 TA8201 Audio Power AMP
|
||||
12 IC4 TA8201 Audio Power Amp
|
||||
13 OPAMP3 uPC844 SOIC14 Quad Operational Amplifier
|
||||
14 OPAMP2 uPC844 SOIC14 Quad Operational Amplifier
|
||||
15 IC2 TA8201 16-bit Stereo D/A converter
|
||||
16 IC5 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
17 IC6 78D05 5V regulator
|
||||
18 IC7 78D05 5V regulator
|
||||
19 IC8 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
20 CON1 \
|
||||
21 CON3 / Plugs into main board here
|
||||
22 CON2 6 pin JST VH connector for power. Tied to the main board CON4
|
||||
Pinout and wiring for CON2 to CON4:
|
||||
CON2 -> CON4 (Main Board)
|
||||
1 -> 1 (pink wire)
|
||||
2 -> 2 (orange wire)
|
||||
3 -> 3 (white wire)
|
||||
4 no connection
|
||||
5 -> tied to 4 pin connector on front bracket (red wire +5V)
|
||||
6 -> tied to 4 pin connector on front bracket (red wire +5V)
|
||||
CON4 pin 4 tied to 4 pin connector on front bracket (black wire GND)
|
||||
CON4 pin 5 tied to 4 pin connector on front bracket (black wire GND)
|
||||
Notes:
|
||||
1. The game cart plugs into the main PCB on the TOP side into CONN9 & CONN10
|
||||
2. If the game cart is not plugged in, the hardware shows nothing on screen or shows a black or blue screen filled with vertical lines.
|
||||
3. The IOCTR I/O MCU runs at 8 MHz. 87CH and 87PH types exist but they are functionally equivalent.
|
||||
4. Syncs measured at the JAMMA connector using Samurai Spirits 2 and the 1st I/O board. During gameplay and attract the syncs
|
||||
definitely change. For example the Hyper Neogeo logo that shows at the start causes my WG D9200 monitor to emit a noise when the sync
|
||||
changes and in-game the sync meter can't lock onto the frequency because it is changing. Meaning measuring the syncs is not all that
|
||||
helpful, but anyway....
|
||||
HSync - 16.28kHz
|
||||
VSync - ~60Hz
|
||||
|
||||
|
||||
The second I/O board 'LVS-IGX' dated 10-11-1997 does not have a JAMMA edge connector. It has the same 6-pin JST VH power connector on the
|
||||
bottom of the board. There are several JST XA connectors for hooking up the controls. There is no audio power AMP or volume pot on the
|
||||
board. This board only runs the gun game 'Beast Busters 2nd Nightmare'.
|
||||
|
||||
LVS-IGX SNK 1997.11.10
|
||||
|---------------------------------------------|
|
||||
| CON9 CON2 CON11 CON10 CON4 CON12 IC1|
|
||||
| IC3 IC4 OPAMP1 |
|
||||
| U3 CON13 |
|
||||
| OPAMP3 |
|
||||
| CON7 CON8 CON5 CON6 CON14 |
|
||||
| OPAMP2 |
|
||||
| IOCTR1 IC5 IC6 IC7|
|
||||
| 8MHz IC2 |
|
||||
| U21 U19 CON3 |
|
||||
|SW1 DPRAM1 BT1 CON1 |
|
||||
|---------------------------------------------|
|
||||
|
||||
No. PCB Label IC Markings IC Package Use
|
||||
----------------------------------------------------------------------------------------------------------------------------------------
|
||||
01 DPRAM1 IDT 71321 LA55PF * QFP64 IDT 71321 High Speed 2k x8-bit Dual-Port Static Ram with Interrupts
|
||||
02 IC2 MC44200FT QFP44 Triple 8-bit Video DAC
|
||||
03 IOCTR1 TOSHIBA TMP87CH40N-4828 SDIP64 I/O Microcontroller with 32kb internal ROM. Clock Input 8.000MHz. Marked 'SNK-IOJ1.00A'. Dumped as TMP87PH40AN.BIN
|
||||
04 U19 EPSON RTC62423 SOP24 Real-Time Clock. Clock input 32.768kHz
|
||||
05 U21 W24258S-70LE SOP28 Static RAM
|
||||
06 IC1 NEC C1891ACY DIP20-400mil NEC uPC1891 Matrix Surround Sound Processor
|
||||
07 BT1 2430 3V Coin Battery with Solder Tags
|
||||
08 SW1 4 position DIPSW; Appears to be unused
|
||||
09 OPAMP2 AD8044 SOIC14 Quad 150MHz Rail to Rail Amplifier
|
||||
10 OPAMP3 uPC844 SOIC14 Quad Operational Amplifier
|
||||
11 OPAMP1 uPC844 SOIC14 Quad Operational Amplifier
|
||||
12 IC5 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
13 IC6 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
14 IC7 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
15 IC3 78D05 5V regulator
|
||||
16 IC4 78D05 5V regulator
|
||||
17 U3 BR9020F SOP8 2k-bit (128 words x 16-bit) Serial EEPROM. Dumped as LVS-IGX-BR9020F.U3
|
||||
18 CON11 6 pin JST XA connector
|
||||
19 CON12 12 pin JST XA connector
|
||||
20 CON4 4 pin JST VH connector
|
||||
21 CON10 13 pin JST XA connector
|
||||
22 CON13 20 pin JST NH connector
|
||||
23 CON7 15 pin JST XA connector
|
||||
24 CON8 4 pin JST XA connector
|
||||
25 CON5 20 pin JST XA connector
|
||||
26 CON6 11 pin JST XA connector
|
||||
27 CON14 5 pin JST XA connector
|
||||
28 CON1 \
|
||||
29 CON3 / Plugs into main board here
|
||||
30 CON2 6 pin JST VH connector for power. Tied to the main board CON4
|
||||
Pinout and wiring for CON2 to CON4:
|
||||
CON2 -> CON4 (Main Board)
|
||||
1 -> 1 (pink wire)
|
||||
2 -> 2 (orange wire)
|
||||
3 -> 3 (white wire)
|
||||
4 no connection
|
||||
5 -> tied to 4 pin connector on front bracket (red wire +5V)
|
||||
6 -> tied to 4 pin connector on front bracket (red wire +5V)
|
||||
CON4 pin 4 tied to 4 pin connector on front bracket (black wire GND)
|
||||
CON4 pin 5 tied to 4 pin connector on front bracket (black wire GND)
|
||||
Notes:
|
||||
1. The game cart plugs into the main PCB on the TOP side into CONN9 & CONN10
|
||||
2. If the game cart is not plugged in, the hardware shows nothing on screen or shows a black or blue screen filled with vertical lines.
|
||||
3. The IOCTR I/O MCU runs at 8 MHz. 87CH and 87PH types exist but they are functionally equivalent.
|
||||
|
||||
|
||||
The third and final I/O board 'LVS-JAM' dated 1-20-1999 has a JAMMA edge connector. There is a 5 pin JST VH connector on the back of the I/O
|
||||
board directly below the JAMMA power pins which must be plugged into the main board. Note it has 5 pins, not 6 pins like the first I/O
|
||||
board. This board has several JST XA connectors on the top and front of the board. The JST XA connectors are used when the board is set to
|
||||
MVS mode using a switch labelled MVS/JAMMA. In JAMMA mode the JST connectors are not used. Those JST connectors join with wires to a bracket
|
||||
mounted to the bottom of the main board metal frame which contains several JST VL connectors. There is a thumb-wheel type potentiometer to
|
||||
adjust the volume. There are two toggle switches. One selects between mono/audio or MVS 2-channel audio. The other one selects between JAMMA
|
||||
controls and MVS controls. This board can run all of the fighting games.
|
||||
|
||||
LVS-JAM SNK 1999.1.20
|
||||
|---------------------------------------------|
|
||||
| J A M M A |
|
||||
| VOL CON5 CON3 J A M M A CON9 |
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
| SW3 SW1 |
|
||||
| |
|
||||
| IC6 IOCTR1 |
|
||||
| BACKUP |
|
||||
| BKRAM1 |
|
||||
| SW2 BT1 DPRAM1 IC1 |
|
||||
| IC3 |
|
||||
| SW1 U3 |
|
||||
| SW3 |
|
||||
| IC4 IOCTR1 OPAMP1 |
|
||||
| IC6 OPAMP3 BACKUP |
|
||||
| IC5 BKRAM1 |
|
||||
| IC2 CON10 CON4 |
|
||||
| SW2 BT1 DPRAM1 CON2 IC1 |
|
||||
|---------------------------------------------|
|
||||
|
||||
No. PCB Label IC Markings IC Package
|
||||
----------------------------------------------------
|
||||
01 DPRAM1 IDT 71321 LA55PF QFP64 *
|
||||
02 IC1 MC44200FT QFP44
|
||||
03 IOCTR1 TOSHIBA TMP87CH40N-4828 SDIP64
|
||||
04 BACKUP EPSON RTC62423 SOP24
|
||||
05 BKRAM1 W24258S-70LE SOP28
|
||||
06 IC6 NEC C1891ACY DIP20
|
||||
07 BT1 3V Coin Battery
|
||||
08 SW1 2 position DIPSW OFF = JAMMA ON = MVS
|
||||
09 SW2 4 position DIPSW
|
||||
10 SW3 2 position DIPSW OFF = MONO/JAMMA ON = 2CH MVS
|
||||
|
||||
No. PCB Label IC Markings IC Package Use
|
||||
----------------------------------------------------------------------------------------------------------------------------------------
|
||||
01 DPRAM1 IDT 71321 LA55PF * QFP64 IDT 71321 High Speed 2k x8-bit Dual-Port Static Ram with Interrupts
|
||||
02 IC1 MC44200FT QFP44 Triple 8-bit Video DAC
|
||||
03 IOCTR1 TOSHIBA TMP87CH40N-4828 SDIP64 I/O Microcontroller with 32kb internal ROM. Clock Input 8.000MHz. Marked 'SNK-IOJ1.00A'. Dumped as TMP87PH40AN.BIN
|
||||
04 BACKUP EPSON RTC62423 SOP24 Real-Time Clock. Clock input 32.768kHz
|
||||
05 BKRAM1 W24258S-70LE SOP28 Static RAM
|
||||
06 IC6 NEC C1891ACY DIP20-400mil NEC uPC1891 Matrix Surround Sound Processor
|
||||
07 BT1 2430 3V Coin Battery with Solder Tags
|
||||
08 SW1 2 position DIPSW for controls; OFF = JAMMA, ON = MVS
|
||||
09 SW2 4 position DIPSW; Appears to be unused
|
||||
10 SW3 2 position DIPSW for audio output. OFF = MONO/JAMMA, ON = 2CH MVS
|
||||
11 OPAMP1 AD8044 SOIC14 Quad 150MHz Rail to Rail Amplifier
|
||||
12 IC3 TA7252 Audio Power AMP
|
||||
13 IC4 TA7252 Audio Power Amp
|
||||
14 OPAMP3 uPC844 SOIC14 Quad Operational Amplifier
|
||||
15 OPAMP2 uPC844 SOIC14 Quad Operational Amplifier
|
||||
16 IC2 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
17 IC5 BU9480F SOP8 16-bit Stereo D/A converter
|
||||
18 U3 BR9020F SOP8 2k-bit (128 words x 16-bit) Serial EEPROM. Dumped as LVS-JAM-BR9020F.U3
|
||||
19 CON4 \
|
||||
20 CON2 / Plugs into main board here
|
||||
21 CON10 8 pin JST XA connector
|
||||
22 CON6 3 pin JST XA connector
|
||||
23 CON7 15 pin JST XA connector
|
||||
24 CON1 12 pin JST XA connector
|
||||
25 CON8 9 pin JST XA connector
|
||||
26 CON5 4 pin JST XA connector
|
||||
27 CON9 2x 10-pin Hirose HIF3BA-20PA-2.54DS(71) IDC flat cable connector
|
||||
28 CON3 5 pin JST VH connector for power. Tied to the main board CON4
|
||||
Pinout and wiring for CON3 to CON4:
|
||||
CON3 -> CON4 (Main Board)
|
||||
1 -> 1 (red wire)
|
||||
2 -> 2 (red wire)
|
||||
3 -> 3 (white wire)
|
||||
4 -> 4 (black wire)
|
||||
5 -> 5 (black wire)
|
||||
Notes:
|
||||
1. The game cart plugs into the main PCB on the TOP side into CONN9 & CONN10
|
||||
2. If the game cart is not plugged in, the hardware shows nothing on screen.
|
||||
3. The IOCTR I/O MCU runs at 8 MHz.
|
||||
2. If the game cart is not plugged in, the hardware shows nothing on screen or shows a black or blue screen filled with vertical lines.
|
||||
3. The IOCTR I/O MCU runs at 8 MHz. TMP87CH and TMP87PH types exist but they are functionally equivalent.
|
||||
|
||||
*"IDT71321 is function-compatible (but not pin-compatible) with MB8421" ( src\devices\machine\mb8421.cpp )
|
||||
It appears unlikely the interrupt function of the DPRAM is unused unless address pins are all inverted as
|
||||
there aren't any accesses to 7ff / 7fe outside of the RAM testing, commands are put at byte 0 by the MIPS
|
||||
The INTL & INTR pins are not connected to anything on the PCB.
|
||||
There aren't any accesses to 7ff / 7fe outside of the RAM testing, commands are put at byte 0 by the MIPS
|
||||
|
||||
Hyper Neo Geo game cartridges
|
||||
-----------------------------
|
||||
|
||||
The game carts contains nothing except a huge pile of surface mounted ROMs
|
||||
on both sides of the PCB. On a DG1 cart all the roms are 32Mbits, for the
|
||||
DG2 cart the SC and SP roms are 64Mbit.
|
||||
Hyper Neogeo game cartridges
|
||||
----------------------------
|
||||
|
||||
The game carts contain a large amount of surface mounted ROMs on both sides of the PCB.
|
||||
On a DG1 cart all the roms are 32Mbits, for the DG2 cart the SC and SP roms are 64Mbit.
|
||||
The DG1 cart can accept a maximum of 96 ROMs
|
||||
The DG2 cart can accept a maximum of 84 ROMs
|
||||
|
||||
|
||||
The actual carts are mostly only about 1/3rd to 1/2 populated.
|
||||
The actual carts are only about 1/4 to 1/3rd populated.
|
||||
Some of the IC locations between DG1 and DG2 are different also. See the source code below
|
||||
for the exact number of ROMs used per game and ROM placements.
|
||||
|
||||
Games that use the LVS-DG1 cart: Road's Edge, Samurai Shodown 64 / Samurai Spirits 64
|
||||
Games that use the LVS-DG1 cart: Road's Edge / Round Trip
|
||||
Xtreme Rally / Off Beat Racer!
|
||||
Beast Busters 2nd Nightmare
|
||||
Samurai Shodown 64 / Samurai Spirits 64
|
||||
|
||||
Games that use the LVS-DG2 cart: Fatal Fury: Wild Ambition, Buriki One, SS 64 II
|
||||
Games that use the LVS-DG2 cart: Fatal Fury: Wild Ambition
|
||||
Buriki One
|
||||
Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden
|
||||
|
||||
There might be Rev.A boards for Buriki and Round Trip, we have Rev. B
|
||||
There might be a Rev.A program for Buriki One and Round Trip, we have Rev. B dumps.
|
||||
|
||||
pr = program
|
||||
sc = scroll characters?
|
||||
sc = scroll characters
|
||||
sd = sound
|
||||
tx = textures
|
||||
sp = sprites?
|
||||
vt = vertex?
|
||||
sp = sprites
|
||||
vt = vertex (3D data)
|
||||
|
||||
Top
|
||||
---
|
||||
@ -263,7 +537,7 @@ LVS-DG1
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
| PR15A.95 PR13A.93 PR11A.91 PR09A.89 |
|
||||
| PQ3TZ53 PR15A.95 PR13A.93 PR11A.91 PR09A.89 |
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
@ -281,6 +555,8 @@ LVS-DG1
|
||||
| |
|
||||
| |
|
||||
|----------------------------------------------------------------------------|
|
||||
Notes:
|
||||
PQ3TZ53 - 3.3V 0.5A Voltage Regulator
|
||||
|
||||
Bottom
|
||||
------
|
||||
@ -300,11 +576,11 @@ LVS-DG1
|
||||
| |
|
||||
| SC11A.51 SC12A.52 SP21A.73 SP22A.74 SP23A.75 SP24A.76 SD04A.80 |
|
||||
| |
|
||||
| |
|
||||
| LCX138 LCX138 LCX138 |
|
||||
| |
|
||||
| PR16A.96 PR14A.94 PR12A.92 PR10A.90 |
|
||||
| |
|
||||
| |
|
||||
| LCX138 LCX138 LCX138 LCX138 LCX138 LCX138 |
|
||||
| |
|
||||
| TX04A.4 TX04A.12 VT24A.40 VT23A.39 VT22A.38 PR08A.88 |
|
||||
| |
|
||||
@ -324,7 +600,8 @@ LVS-DG1
|
||||
| |----------------------| |
|
||||
| |----------------------| |
|
||||
|----------------------------------------------------------------------------|
|
||||
|
||||
Notes:
|
||||
LCX138 - 3.3V Logic. Powered by the PQ3TZ53 on the other side of the PCB.
|
||||
|
||||
Top
|
||||
---
|
||||
@ -352,7 +629,7 @@ LVS-DG2
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
| PR15A.95 PR13A.93 PR11A.91 PR09A.89 |
|
||||
| PQ3TZ53 PR15A.95 PR13A.93 PR11A.91 PR09A.89 |
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
@ -370,6 +647,8 @@ LVS-DG2
|
||||
| |
|
||||
| |
|
||||
|----------------------------------------------------------------------------|
|
||||
Notes:
|
||||
PQ3TZ53 - 3.3V 0.5A Voltage Regulator
|
||||
|
||||
Bottom
|
||||
------
|
||||
@ -389,11 +668,11 @@ LVS-DG2
|
||||
| |
|
||||
| SC07A.102 SC08A.104 SP05A.106 SP06A.110 SP07A.114 SP08A.118 SD04A.80 |
|
||||
| |
|
||||
| |
|
||||
| LCX138 LCX138 LCX138 |
|
||||
| |
|
||||
| PR16A.96 PR14A.94 PR12A.92 PR10A.90 |
|
||||
| |
|
||||
| |
|
||||
| LCX138 LCX138 LCX138 LCX138 LCX138 LCX138 |
|
||||
| |
|
||||
| TX04A.4 TX04A.12 VT24A.40 VT23A.39 VT22A.38 PR08A.88 |
|
||||
| |
|
||||
@ -414,29 +693,13 @@ LVS-DG2
|
||||
| |----------------------| |
|
||||
|----------------------------------------------------------------------------|
|
||||
Notes:
|
||||
LCX138 - 3.3V Logic. Powered by the PQ3TZ53 on the other side of the PCB.
|
||||
|
||||
Not all ROM positions are populated, check the source for exact ROM usage.
|
||||
ROMs are mirrored. i.e. TX/PR/SP/SC etc ROMs line up on both sides of the PCB.
|
||||
There are 4 copies of each TX ROM on the PCB.
|
||||
|
||||
|
||||
----
|
||||
|
||||
info from Daemon
|
||||
|
||||
There are various types of neogeo64 boards:
|
||||
FIGHTING (revision 1 & 2), RACING, SHOOTING, and SAMURAI SHODOWN ONLY (Korean)
|
||||
(MACHINE CODE ERROR): Is given when you try to put a "RACING GAME" on a "FIGHTING" board.
|
||||
|
||||
FIGHTING boards will ONLY play fighting games.
|
||||
|
||||
RACING boards will ONLY play racing games (and you need the extra gimmicks
|
||||
to connect analog wheel and pedals, otherwise it gives you yet another
|
||||
error).
|
||||
|
||||
Shooter boards will only work with Beast Busters 2.
|
||||
|
||||
And the Korean board only plays Samurai Shodown games (wont play Buriki One
|
||||
or Fatal Fury for example).
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
|
@ -114,4 +114,4 @@ ROM_END
|
||||
} // Anonymous namespace
|
||||
|
||||
|
||||
GAME( 199?, tdbingo, 0, kongs470, tdbingo, kongs470_state, empty_init, ROT0, "Konami", "Trio de Bingo", MACHINE_IS_SKELETON )
|
||||
GAME( 1995, tdbingo, 0, kongs470, tdbingo, kongs470_state, empty_init, ROT0, "Konami", "Trio de Bingo", MACHINE_IS_SKELETON )
|
||||
|
Loading…
Reference in New Issue
Block a user