-hng64.cpp: major documentation update [Guru]

-kongs470.cpp: documented release year [eientei]
This commit is contained in:
Ivan Vangelista 2020-11-07 11:55:07 +01:00
parent ccc686cea1
commit f940e27e83
2 changed files with 418 additions and 155 deletions

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@ -6,17 +6,17 @@ Driver by David Haywood, ElSemi, Andrew Gardner and Angelo Salese
Notes:
* The top board is likely identical for all revisions and all "versions" of the hardware.
* The main board is identical for all revisions and all "versions" of the hardware.
It contains the main MIPS CPU and a secondary communications KL5C80.
* The bottom board is what changes between hardware "versions". It has a Toshiba MCU with
a protected internal ROM. This MCU controls (at least) the inputs per game and communicates
* The I/O board is what changes between hardware "versions". It has a Toshiba MCU with a protected
internal ROM which has been dumped. This MCU controls (at least) the inputs per game and communicates
with the main board through dualport RAM.
* I believe that this secondary board is used as a protection device.
The "board type" code comes from it in dualport RAM, and each game reads its inputs differently through dualport.
It's capable of changing the input ports dynamically (maybe explaining Roads Edge's "do not touch" quote below).
It probably has a lot to do with the network (Roads Edge network connectors are on this board).
It's capable of changing the input ports dynamically.
It has nothing to do with the network. The network connector and all network hardware is located on the main board.
* The Toshiba CPU datasheet is here : http://kr.ic-on-line.cn/IOL/viewpdf/TMP87CH40N_1029113.htm
@ -62,180 +62,454 @@ ToDo:
* Correct cpu speed
* How to use the FPGA data ('ROM1')
*/
/*
NeoGeo Hyper 64 (Main Board)
SNK, 1997
------------------------------------------------------------------------------
Hyper NeoGeo 64, SNK 1997-1999
Hardware info by Guru
This is a 3D system comprising one large PCB with many custom smt components
on both sides, one interface PCB with JAMMA connector and sound circuitry, and
one game cartridge. Only the Main PCB and interface PCB are detailed here.
This is a 3D system comprising....
- One large PCB with many custom surface-mounted components on both sides.
- One separate interface PCB with JAMMA and/or several other connectors, I/O microcontroller, dualport RAM, video DAC and sound amp circuitry.
- One game cartridge inside a metal case.
PCB Layout (Top)
----------------
There are only 7 games on this system. In some cases the game name changes depending on the BIOS region.
The games in order of release are....
001 Roads Edge / Round Trip
002 Samurai Shodown 64 / Samurai Spirits 64
003 Xtreme Rally / Off Beat Racer!
004 Beast Busters 2nd Nightmare
005 Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden
006 Fatal Fury: Wild Ambition / Garou Densetsu: Wild Ambition
007 Buriki One: World Grapple Tournament '99 in Tokyo
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
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
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
optional. It is recommended to use a 15-Amp PSU to power the game.
A correctly powered board will display a blue screen with white text as the game boots up.
However the two Samurai Showdown games show a solid blue screen for a few seconds then a black screen with white text....
'NOW I/O INITIALIZING SEQUENCE 1'
and after a few seconds...
'NOW I/O INITIALIZING SEQUENCE 2'
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
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
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
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
screen and some text shown in either English or a different language. The language can be changed between Japanese and English in the test
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
are identical regardless of the region. The communication flashROM has been dumped from driving, fighting and gun main boards and was
identical.
Several BIOS ROMs were dumped from fighting, driving and the gun boards and matched existing archives.
There are only 4 known BIOS regions.... Japan, USA, Export and Korea.
Main Board PCB Layout (Top)
---------------------
LVS-MAC SNK 1997.06.02
|--------------------------------------------------------------|
| CONN9 |
|CON4 CON9 CON1 IC2 |
| DPRAM1 LED2|
| ASIC1 ASIC3 U4 CPU1 U28 LED1|
| ROM1 |
| |
| ASIC1 ASIC3 CPU1 |
| |
| DPRAM1 |
| OSC2 ASIC5 ROM1|
| FSRAM1 OSC2 |
| FSRAM2 FPGA1 |
| FSRAM3 ASIC10 OSC4 |
| OSC2 OSC1 ASIC5 U24 FPGA1 |
| FSRAM1 |
| FSRAM2 CON8|
| FSRAM3 ASIC10 OSC4 |
| |
| CPU3 IC4 |
| PSRAM1 ASIC7 ASIC8 DSP1 OSC3 SRAM5 |
| PSRAM2 FROM1 |
| PSRAM1 ASIC7 ASIC8 DSP1 SRAM5 IC3|
| PSRAM2 OSC3 FROM1 |
| |
| |
| CONN10 |
| CON10 CON6 |
|--------------------------------------------------------------|
Note All ICs shown.
No. PCB Label IC Markings IC Package
----------------------------------------------------
01 ASIC1 NEO64-REN QFP304
02 ASIC3 NEO64-GTE QFP208
03 ASIC5 NEO64-SYS QFP208
04 ASIC7 NEO64-BGC QFP240
05 ASIC8 NEO64-SPR QFP208
06 ASIC10 NEO64-SCC QFP208
07 CPU1 NEC D30200GD-100 VR4300 QFP120
08 CPU3 KL5C80A12CFP QFP80
09 DPRAM1* IDT7133 LA35J PLCC68
10 DSP1 L7A1045 L6028 DSP-A QFP120
11 FPGA1 ALTERA EPF10K10QC208-4 QFP208
12 FROM1 MBM29F400B-12 TSOP48 (archived as FROM1.BIN)
13 FSRAM1 TC55V1664AJ-15 SOJ44
14 FSRAM2 TC55V1664AJ-15 SOJ44
15 FSRAM3 TC55V1664AJ-15 SOJ44
16 IC4 SMC COM20020-5ILJ PLCC28
17 OSC1 M33.333 KDS 7M -
18 OSC2 M50.113 KDS 7L -
19 OSC3 A33.868 KDS 7M -
20 OSC4 A40.000 KDS 7L -
21 PSRAM1 TC551001BFL-70L SOP32
22 PSRAM2 TC551001BFL-70L SOP32
23 ROM1 ALTERA EPC1PC8 DIP8 (130817 bytes, archived as ROM1.BIN)
24 SRAM5 TC55257DFL-85L SOP28
No. PCB Label IC Markings IC Package Use
----------------------------------------------------------------------------------------------------------------------------------------
01 ASIC1 NEO64-REN QFP304 3D Render Engine
02 ASIC3 NEO64-GTE QFP208 2D Transform Engine
03 ASIC5 NEO64-SYS QFP208 System Bus Controller
04 ASIC7 NEO64-BGC QFP240 Background GFX Controller
05 ASIC8 NEO64-SPR QFP208 Sprite Generator
06 ASIC10 NEO64-SCC QFP208 Scroll Character Controller
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
08 CPU3 KL5C80A12CFP QFP80 Communication CPU (Z80-based) with on-board peripherals and 512b RAM. Clock input 10.000MHz on pin 24 [40/4]
09 DPRAM1* IDT7133 LA35J PLCC68 IDT7133 Dual-Port RAM
10 DSP1 L7A1045 L6028 DSP-A QFP120 L7A1045 DSP-A
11 FPGA1 ALTERA EPF10K10QC208-4 QFP208 Altera FPGA, programmed as a network controller
12 FROM1 MBM29F400B-12 TSOP48 Communication program, same on all versions of the main board. Dumped as FROM1.BIN
13 FSRAM1 TC55V1664AJ-15 SOJ44 Static RAM
14 FSRAM2 TC55V1664AJ-15 SOJ44 Static RAM
15 FSRAM3 TC55V1664AJ-15 SOJ44 Static RAM
16 IC4 SMC COM20020-5ILJ PLCC28 5Mbps ARCNet Controller
17 OSC1 M33.333 KDS 7M 7050 33.333MHz Oscillator, connected to the VR4300 CPU and NEO64-GTE
18 OSC2 M50.113 KDS 7L 7050 50.113MHz Oscillator, connected to NEO64-BGC
19 OSC3 A33.868 KDS 7M 7050 33.868MHz Oscillator, connected directly to the DSP-A
20 OSC4 A40.000 KDS 7L 7050 40MHz Oscillator, connected to the Altera FPGA
21 PSRAM1 TC551001BFL-70L SOP32 Static RAM
22 PSRAM2 TC551001BFL-70L SOP32 Static RAM
23 ROM1 ALTERA EPC1PC8 DIP8 FPGA Configuration IC. Dumped as ROM1.BIN (130817 bytes)
24 SRAM5 TC55257DFL-85L SOP28 Static RAM
25 U4 LVX245 TSSOP20 Logic
26 IC3 75ALS181 SOIC14 EIA 422/EIA 485 Differential Driver/Receiver
27 U28 LCX16245 TSSOP48 Logic
28 U24 LCX157 TSSOP16 Logic
29 IC2 PQ3DF53 TO-3P 3.3V 5A Regulator
30 LED1 Lights up for 1/2 second at power-on then goes off
31 LED2 Lights up when the power-up communication test passes and stays on
32 CON9 \
33 CON10 / Game cart plugs in here
34 CON4 Power from I/O board plugs in here
35 CON1 Unknown connector (accessible from the top for an option board)
36 CON6 Unknown connector (accessible from the top for an option board)
37 CON8 15 pin JST NH connector for network data (connects to 75ALS181)
* The IDT 7133 / 7143 lack interrupts and just act as 0x1000 bytes (2x 0x800 16-bit words) of RAM
* The IDT 7133 / 7143 lacks interrupts and just acts as 0x1000 bytes (2x 0x800 16-bit words) of RAM
IDT 7133 - 32K (2K X 16 Bit) MASTER Dual-Port SRAM
IDT 7143 - 32K (2K X 16 Bit) SLAVE Dual-Port SRAM
PCB Layout (Bottom)
Main Board PCB Layout (Bottom)
---------------------
LVS-MAC SNK 1997.06.02
|--------------------------------------------------------------|
| CONN10 |
| |
| U5 U6 U7 U8 U9 U10 U11 U12 |
| |
| PSRAM4 ASIC9 SRAM4 CPU2 Y1 |
| PSRAM3 SRAM1 SRAM3 |
| SRAM2 |
| |
| FSRAM6 DRAM3 |
| FSRAM5 |
| PSRAM4 ASIC9 CON2 SRAM4 CPU2 Y1 |
| PSRAM3 SRAM1 CON3 SRAM3 |
| SRAM2 |
| U26 U23 |
| FSRAM6 DRAM3 U21 U22 |
| FSRAM5 CON5 |
| FSRAM4 DRAM1 |
| BROM1 DRAM2 |
| |
| |
| ASIC2 ASIC4 ASIC6 |
| |
| CONN9 |
| U31 BROM1 DRAM2 U20 U27 |
| U19 |
| U17 |
| ASIC2 ASIC4 ASIC6 U16 |
| U18 |
| U3 U2 U1 IC1 |
|--------------------------------------------------------------|
Note All ICs shown.
No. PCB Label IC Markings IC Package
----------------------------------------------------
01 ASIC2 NEO64-REN QFP304
02 ASIC4 NEO64-TRI2 QFP208
03 ASIC6 NEO64-CVR QFP120
04 ASIC9 NEO64-CAL QFP208
05 BROM1 MBM29F400B-12 TSOP48 (archived as BROM1.BIN)
06 CPU2 NEC D70236AGJ-16 V53A QFP120
07 DRAM1 HY51V18164BJC-60 SOJ42
08 DRAM2 HY51V18164BJC-60 SOJ42
09 DRAM3 HY51V18164BJC-60 SOJ42
10 FSRAM4 TC55V1664AJ-15 SOJ44
11 FSRAM5 TC55V1664AJ-15 SOJ44
12 FSRAM6 TC55V1664AJ-15 SOJ44
13 PSRAM3 TC551001BFL-70L SOP32
14 PSRAM4 TC551001BFL-70L SOP32
15 SRAM1 TC55257DFL-85L SOP28
16 SRAM2 TC55257DFL-85L SOP28
17 SRAM3 TC551001BFL-70L SOP32
18 SRAM4 TC551001BFL-70L SOP32
19 Y1 D320L7 XTAL (32MHz)
No. PCB Label IC Markings IC Package Use
----------------------------------------------------------------------------------------------------------------------------------------
01 ASIC2 NEO64-REN QFP304 3D Render Engine
02 ASIC4 NEO64-TRI2 QFP208 Triangle Engine
03 ASIC6 NEO64-CVR QFP120 Possible RAM Controller (wired to the CPU)
04 ASIC9 NEO64-CAL QFP208 I/O <-> Main board System Arbitrator (connected to I/O PCB via CON2/CON3)
05 BROM1 MBM29F400B-12 TSOP48 BIOS, dumped as BROM1.BIN
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)
07 DRAM1 HY51V18164BJC-60 SOJ42 Dynamic RAM
08 DRAM2 HY51V18164BJC-60 SOJ42 Dynamic RAM
09 DRAM3 HY51V18164BJC-60 SOJ42 Dynamic RAM
10 FSRAM4 TC55V1664AJ-15 SOJ44 Static RAM
11 FSRAM5 TC55V1664AJ-15 SOJ44 Static RAM
12 FSRAM6 TC55V1664AJ-15 SOJ44 Static RAM
13 PSRAM3 TC551001BFL-70L SOP32 Static RAM
14 PSRAM4 TC551001BFL-70L SOP32 Static RAM
15 SRAM1 TC55257DFL-85L SOP28 Static RAM
16 SRAM2 TC55257DFL-85L SOP28 Static RAM
17 SRAM3 TC551001BFL-70L SOP32 Static RAM
18 SRAM4 TC551001BFL-70L SOP32 Static RAM
19 Y1 D320L7 XTAL 32MHz Crystal tied directly to the V53A
20 U5 LCX16374 TSSOP48 Logic
21 U6 LCX16374 TSSOP48 Logic
22 U7 LCX16374 TSSOP48 Logic
23 U8 LCX16374 TSSOP48 Logic
24 U9 LCX16374 TSSOP48 Logic
25 U10 LCX16374 TSSOP48 Logic
26 U11 LCX16374 TSSOP48 Logic
27 U12 LCX16374 TSSOP48 Logic
28 U26 S32X245 TSSOP40 Logic
29 CON2 \
30 CON3 / I/O board plugs in here
31 IC1 PST573J MMP-3A System Reset, trigger 2.7V
32 U16 LCX16245 TSSOP48 Logic
33 U17 LCX16245 TSSOP48 Logic
34 U18 LCX16245 TSSOP48 Logic
35 U19 LCX16245 TSSOP48 Logic
36 U20 LCX16245 TSSOP48 Logic
37 U21 LCX16245 TSSOP48 Logic
38 U22 LCX16245 TSSOP48 Logic
39 U23 LCX16245 TSSOP48 Logic
40 U27 LCX16245 TSSOP48 Logic
41 U31 S32X245 TSSOP40 Logic
42 U1 S32X245 TSSOP40 Logic
43 U2 S32X245 TSSOP40 Logic
44 U3 S32X245 TSSOP40 Logic
45 CON5 - Unknown connector (accessible from the bottom for an option board)
It seems that although there are extra connectors for option boards, none were actually made or used on any game.
It is possible the option connectors were for factory testing.
INTERFACE PCB
-------------
I/O Boards
----------
A special I/O board is required to boot the system which plugs into two custom connectors on the bottom of the main board.
There are 3 types:
LVS-IOJ runs the driving games and the Samurai Showdown games.
LVS-JAM runs all of the fighting games.
LVS-IGX runs the gun game (Beast Busters 2nd Nightmare).
Note using an incompatible game and I/O board combination will result in an error at bootup 'MACHINE CODE ERROR'
For the driving games the network is also checked.
As a work-around, to satisfy the network check on driving games simply join CON8 pins 1, 3, 5, 6, 7 & 8 then the
network check will pass and the game will start.
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
several JST connectors. The main control chip on this board is a Toshiba TMP87PH40AN (or TMP87CH40AN) microcontroller with an internal 32kb
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
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
microcontroller has an external serial EEPROM connected to it to configure the control mode 'ID Code' which it puts into the dualport RAM on
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
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
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
simply by re-programming the EEPROM using the LVS-JAM dump in MAME.
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
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
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
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
accessible on the front and two JST XH connectors for connection of extra buttons and other controls for the driving games. The JST
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
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
labelled 'MONO' and '3ch' with a small 2.2k-ohm surface-mounted resistor (marked 222). The default factory position is '3ch'. When the
resistor is moved to the mono position, amplified audio comes out through the JAMMA connector. However note the volume pot does not work, it
is only for the 3-channel MVS audio. To change the JAMMA volume use the volume pot in the cabinet.
LVS-IOJ SNK 1997.6.6
|---------------------------------------------|
| VOL CON2 J A M M A |
| OPAMP1 |
| IC2 |
| IC1 |
| IC3 U2 |
| IC8 |
| IC4 IOCTR1 IC7 OPAMP2 |
| 8MHz IC6|
| U17 U19 CON3 |
|SW1 DPRAM1 BT1 CON1 IC5 |
|---------------------------------------------|
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).
------------------------------------------------------------------------------
*/

View File

@ -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 )