| driver | segas32.c |
| source | segas32.c (segas32.c on mamedev.org) |
| games | Air Rescue Alien3: The Gun (US) Alien3: The Gun (World) Arabian Fight (Japan) Arabian Fight (US) Arabian Fight (World) Burning Rival (Japan) Burning Rival (World) Dark Edge (Japan) Dark Edge (World) Dragon Ball Z V.R.V.S. F1 Exhaust Note F1 Super Lap Golden Axe: The Revenge of Death Adder (Japan) Golden Axe: The Revenge of Death Adder (US) Golden Axe: The Revenge of Death Adder (World) Hard Dunk (Japan) Hard Dunk (World) Holosseum (US) Jurassic Park Kokoroji 2 OutRunners (US) OutRunners (World) Rad Mobile (US) Rad Mobile (World) Rad Rally (US) Rad Rally (World) SegaSonic The Hedgehog (Japan, prototype) SegaSonic The Hedgehog (Japan, rev. C) Slipstream (950515 BRAZIL) Slipstream (950515 HISPANIC) Spider-Man: The Videogame (US) Spider-Man: The Videogame (World) Stadium Cross (US) Stadium Cross (World) Super Visual Football: European Sega Cup Super Visual Soccer: Sega Cup (US) The J.League 1994 (Japan) Title Fight (US) Title Fight (World) |
| information | 0.97u5 [Aaron Giles] 0.89u5 [David Haywood] 0.67 [Jason Lo, R. Belmont] 0.56 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd] TODO: - Fix protection - Fix jpark correctly NOTES: - Hardware: Sega System32: 5-layer tilemap hardware consisting of 4 independant rom-based layers with linescroll, lineselection, linezoom and window clipping capability and one simpler ram-based text plane. Mixed ram/rom sprite engine with palette indirection, per-color priority (thankfully not actually used). The sprite list includes jumping and clipping capabilities, and advanced hot-spot positioning. The mixer chip adds totally dynamic priorities, alpha-blending of the tilemaps, per-component color control, and some other funnies we have not been able to decypher. WIP: - 0.125: Aaron Giles fixed space_map_range error. - 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Philip Bennett, Pierpaolo Prazzoli]. - 0.114u1: Derrick Renaud fixed analog pedal input in the segas32.c drive games (f1en, orunners, radr, slipstrm and radm). - 0.111u1: Robiza fixed EEPROM saving in OutRunners (same problem for all multi32 games). - 0.106u8: Added layoutdualhsxs.lay. - 0.106u6: Updated Sega multi-32 driver to support multiple screens (2x 416x224) [Aaron Giles]. - 0.104u7: Anonymous fixed indirect palettes in the System 32 driver. This fixes SegaSonic The Hedgehog graphics finally. - 0.102u2: Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note now share common multi-PCB faking logic [Anonymous]. - 0.98u3: Some more minor fixes to System 32 sprites [Aaron Giles]. - 0.97u5: Merged multi32.c with segas32.c driver. Added includessegas32.h. Removed vidhrdwsystem32.c. Aaron Giles connected Sega Multi 32 games up using the new System 32 code. Replaced V60 with V70 CPU, fixed cpu2 rom address and visible area to 832x224 and removed 'Monitors' dipswitch in all Multi32 games. - 0.97u4: Aaron Giles rewrote the System 32 mixer layer to support accurate implementation of the alpha blending modes. Sprite shadows and several other effects are still not yet implemented. And it's much slower than before. - 0.97u3: Fixed cpu2/gfx2 roms addresses in all games. - 24th June 2005: Charles MacDonald - I've been making a lot of progress with the System 32 hardware. Most everything has been documented at this point, currently I'm working on the mixer chip. It's responsible for combining all the display layers (five tilemaps, a bitmap, and sprites) based on priority and applying special effects such as blurring and alpha blending. I've also looked at the random number generator, which I'll discuss here. The random number generator is a 16-bit register mapped throughout the $D80000-$DFFFFF range. Writing to it sets the seed value. It is clocked asynchronously rather than by access from the V60, so continually reading it does not produce an exact dump of the values it generates. Furthermore things like the V60's prefetch queue make it difficult to synchronize the CPU with running instruction sequences, so even the same code that reads the random number generator several times will have slightly different values depending on how quickly the V60 processes it. For example, you could assume the mov.d (64-bit) and mov.w (32-bit) transfer instructions issue four or two back-to-back memory read bus cycles, respectively. If the random number generator was clocked at a slower rate, mov.d would capture more data than mov.w does when they are used repeatedly to dump the output. However the data read does not resemble any part of the data captured using mov.w, meaning that the random number generator is updated faster than the V60 can access in a best case situation. One possible solution would be to cut the trace to the clock input (there are two of them, 16 and 8 MHz) on the custom chip that contains the random number generator hardware and connect it to a spare I/O port pin, allowing it to be manually clocked through software. I had done a similar thing on System 24 to determine how the timers were implemented, so it can work in the right circumstances. But the same chip also controls many other aspects of the hardware and this might prevent the system from running. It would only work if one of the clock inputs was used for non-critical functions as well as the random number generator. I've got two spare boards and may try this eventually. Perhaps it is possible to determine how the random numbers are generated without having a sample of every possible state. I wouldn't mind hearing from people with some experience on this subject. - 0.97u2: Added vidhrdwsegas32.c. System 32 and Multi System 32 games are seriously under construction now. Do not report any bugs against them [Aaron Giles]. - 15th June 2005: Charles MacDonald - I've been using Aaron's V60 assembler to develop test programs for the Sega System 32 platform. The video hardware seems to be a precursor of what's in the Sega Saturn's VDP1/2 chips, which makes it interesting to study but also quite complex. Thankfully I've done a lot of work with the Saturn in the past. I picked up some related PCBs as well; two DBZ V.R.V.S boards (I can confirm that it is a terrible game, ironically these were conversions from Arabian Fight and Dark Edge) and I'm expecting a System Multi 32 "Title Fight" board to arrive soon. - 0.97u1: Aaron Giles began to cleanup the Sega System 32 driver. Things may not work as well as before; this will be fixed over time. Do not report bugs on it. Also changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz and Z80 CPU2 and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224 and user1 roms to cpu1 (100000/100001). Aaron Giles changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 20MHz. - 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 clock speed to 12.5MHz. - 0.96: Brad Oliver fixed endianness problems in the Sega System 32 games rom loading. - 0.93: Added clock parameter to RF5C68 sound (9MHz) and to MultiPCM sound (8053975 Hz). - 0.89u5: Changed system32.c to segas32.c driver. Added machinesegas32.c. David Haywood started minor cleanup of System 32 driver (some things are probably broken for now). Changed V60 CPU1 clock speed to 1.6MHz and Z80 CPU2 to 8MHz and region cpu1 ($100000/100001) to user1 in all games. TODO: There are still MANY issues with the system 32 driver, mostly video related. Bitmap enable is not understood (rad mobile, rad rally 'Winners Don't Use Drugs' and rad rally title screen). Background pen / solid tilemap not understood (rad rally course select *many* other places). Clipping windows not fully understood for tilemaps or sprites. Flip bits for tilemaps unknown (svf uses a kludge). Priorities are wrong (needs full priority buffer rendering). Protection is also a serious problem in several games. Readd code for jpark cabinet (it was never right anyway). Which io ports should be considered custom? Move alien3 / jpark to custom io. Readd random number generator. - 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners) [Kobat, Olivier Galibert]. - 0.68: Various System 32 updates (priority, SVF pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]. Note, theres a chance some things may be broken. - 7th May 2003: Acho A. Tang submitted a small sprite drawing speedup to the Sega System 32 driver. - 22nd April 2003: Jason Lo added dual screen support, added sprite shadows and improved the graphics priorities in the Sega System Multi 32 driver. - 9th April 2003: David Haywood fixed the rowscroll / rowselect in Sega System 32 graphics emulation, fixing the title screen in Outrunners, playfield in Super Visual Football, floors in Arabian Fight and Burning Rival and mirror view in Rad Rally. - 0.67: Added multi32.c driver. Sega 315-5560 "MultiPCM" sound chip emulation [R. Belmont]. TODO: I/O bits including controls. Fix remaining Gfx problems convert from using the 16-bit V60 to the 32-bit V70 (I'm doing this later as I couldn't get it to boot with the V70 for now and the gfx hardware is easier to work with this way). Support both monitors. - 4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners. - 2nd February 2003: David Haywood converted the Sega System 32 driver for the tilemap system and added preliminary alpha blending emulation. - 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else. - 21st January 2003: David Haywood added the RGB brightness control to the Sega System 32 driver, fixing colored light effects in Alien³ and lightning effects in Jurassic Park. - 19th January 2003: David Haywood further improved the Sega System 32 driver background graphics emulation, adding support for changing resolution on demand. - 18th January 2003: David Haywood improved the Sega System 32 driver background graphics emulation, though it's still far from perfect. - 0.63: Added vidhrdwsystem32.c. - 1st December 2002: Stephane Humbert fixed various parts of the inputs in the Sega System 32 driver. - 29th November 2002: David Haywood fixed the controls in Alien3 in the Sega System 32 driver, and it's completely playable now although missing some background graphics. - 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable. - 27th November 2002: David Haywood sent in an updated Sega System 32 driver with improved palette handling thanks to R. Belmont. - 24th November 2002: David Haywood fixed a small sprite placement bug in the Sega System 32 driver. - 23rd November 2002: David Haywood added preliminary sprite support to the Sega System 32 driver, making Holosseum fully playable. - 14th November 2002: R. Belmont added inputs and sound emulation to the Sega System 32 driver, but it's still missing graphics emulation. - 0.56: Added system32.c driver. |
| alien3 | Alien3: The Gun (World)[Jan/13/2001] Alien 3 The Gun (C) Sega 1993 This game runs on Sega System 32 hardware. Main CPU: Nec V60 Rom PCB No: 837-9878-02 Main PCB: 837-7428-03 Archive contents.... 15854 CPU D1 834000 15855 CPU D0 834000 15856 SND 3 838000 15857 SND 2 838000 15858 SND 1 838000 15859 SND 0 27C2001 15862 SCL 1 8316200 15863 SCL 0 8316200 15864 OBJ 0 8316200 15865 OBJ 1 8316200 15866 OBJ 2 8316200 15867 OBJ 3 8316200 15868 OBJ 4 8316200 15869 OBJ 5 8316200 15870 OBJ 6 8316200 15871 OBJ 7 8316200 15942 CPU P1 27C202 15943 CPU P0 27C202 834000 32 pin mask read as 27C040 838000 42 pin mask read as 27C080 8316200 42 pin mask read as 27C160 - |
| arabfgt | Arabian Fight (World)[Nov/23/99] Arabian Fight Sega, 1991. number of players : 2 or 4 (selectable in config) contry : USA System 32 with 16Mbits rom board. Game number : 834-8647 This game uses a protection board plugged on CNK connector (rom board) for protection. The board number is 834-8529-01 with eprom EPR14468-01. Rom notes : AM27C100 reads as Nec 27C1000 838000 reads as Toshiba 27C080 831620 reads as Atmel 27C160 - |
| brival | Burning Rival (World)[Nov/23/99] Burning Rival Sega, 1992. number of players : 2 (versus) contry : JAPAN System 32 with 16Mbits rom board. Game number : 834-9739 This game uses a custom Hitachi chip plugged on CNK connector (rom board) for protection. The custom Hitachi number is 317-0212. Rom notes : AM27C100 reads as Nec 27C1000 838000 reads as Toshiba 27C080 831620 reads as Atmel 27C160 - |
| darkedge | Dark Edge (World)[Mar/08/2001] Dark Edge ©1992 Sega Board number 833-9230 Hitachi security 317-0204 ROMIDENT.NFO title;manufacturer;year;country;system;note Dark Edge;Sega;1992;Japan;System 32;Protected - |
| f1en | F1 Exhaust Note[Jun/24/2001] F1 EXHAUST NOTE by SEGA MPR14359 5cl03 MPR14360 5cl02 MPR14361 5cl01 MPR14362 5cl00 MPR14363 obj7 MPR14364 obj6 MPR14365 obj5 MPR14366 obj4 MPR14367 obj3 MPR14368 obj2 MPR14369 obj1 MPR14370 obj0 EPR14444.007 cpud1 EPR14445.014 cpud0 EPR14446.022 snd3 EPR14447.026 snd2 EPR14448.031 snd1 EPR14449.035 snd0 EPR14452a.006 cpup1 Attention ! EPR14449.035 = 27c100 EPR14452a.006 = 27c1024 Provided on 18/06/2001. - |
| f1lap | F1 Super Lap[Sep/30/2000] F1 Super Lap by Sega, 1992. System 32 with communication board Main board : ???-???? (171-5964f) Rom board : 834-9408 (171-6205B) Com board : 837-9409 (171-6072D) Custom protection : 317-0210 (on rom board) ROM IC FUNCT CRC16 EPR15592 IC36 SND0 47B8 MPR15593 IC35 SND1 AB10 MPR15594 IC34 SND2 3D7C MPR15595 IC24 SND3 CFA3 EPR15596 IC18 CPUD0 D9CA EPR15597 IC9 CPUD1 1FED EPR15598 IC17 CPUP0 1241 EPR15599 IC8 CPUP1 A78A MPR15600 IC32 OBJ0 816A MPR15601 IC31 OBJ1 CCF9 MPR15602 IC30 OBJ2 88A6 MPR15603 IC29 OBJ3 E8E1 MPR15604 IC28 OBJ4 8985 MPR15605 IC27 OBJ5 041E MPR15606 IC26 OBJ6 15E6 MPR15607 IC25 OBJ7 A3A4 MPR15608 IC14 SCL0 88E1 MPR15609 IC5 SCL1 F7E8 EPR15612 IC17 COM 4DD7 Dumped 30/09/2000 - |
| ga2 | Golden Axe: The Revenge of Death Adder (World)[Mar/19/99]
Golden Axe II
Sega, 199?.
Hardware : System 32 with 16meg rom board with protection board 834-8529-02.
Game id : 833-8932-03, main board = 837-7428-03, rom board = 837-8393/833-8933-02
Hardware id : main board = 171-5964-02B, rom board = 171-6205A
Protection board : 171-6171C / 834-8529-02 (connected on CNK)
Communication board : 171-6097B / 837-7968 (connected on CNA)
List of the roms present in this archive :
Golden Axe II rev.B
----------------------------------------------------------------------------------
| number | pos | funct | game | short |
----------------------------------------------------------------------------------
| 14468 | U3 | rom | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14942 | 24 | speech | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14943 | 34 | speech | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14944 | 35 | speech | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14945 | 36 | prog z80 | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14947 | 5 | screen | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14948 | 14 | screen | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14949 | 32 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14950 | 31 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14951 | 30 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14952 | 29 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14953 | 28 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14954 | 27 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14955 | 26 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14956 | 25 | object | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14958 | 8 | prog rev.B | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 14961 | 17 | prog rev.B | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 15147 | 9 | prog rev.B | Golden Axe II | S32 |
----------------------------------------------------------------------------------
| 15148 | 18 | prog rev.B | Golden Axe II | S32 |
----------------------------------------------------------------------------------
S32 = System 32
[Mar/16/2001]
Golden Axe 2 - The Revenge Of Deathadder (US VERSION REV.A)
Sega 1992
Hardware : Sega System 32
Board number : 833-8932-02 (main board)
833-8933-01 (rom board)
834-8529-02 (security board)
ROMS :
EPR15145A IC9 CPUD1
EPR15146A IC18 CPUD0
EPR14957A IC8 CPUP1
EPR14960A IC17 CPUP0
Dumped March 16, 2001.
-
|
| harddunk | Hard Dunk (World)[Sep/30/2000] Hard Dunk by Sega, 1992. System Multi-32 Game number : 834-10289 Main board : 837-8676 Rom board : 837-10290 (171-6301C) ROM IC FUNCT CRC16 MPR16495 IC14 OBJ0 533D MPR16496 IC22 OBJ1 2101 MPR16497 IC15 OBJ2 C56B MPR16498 IC23 OBJ3 79F3 MPR16499 IC10 OBJ4 B63F MPR16500 IC18 OBJ5 2076 MPR16501 IC38 OBJ6 3AD7 MPR16502 IC41 OBJ7 C820 EPR16503 IC3 SCR0 B989 EPR16504 IC11 SCR1 11D0 EPR16505 IC31 SOUND 534D EPR16506 IC1 PCMD0 - EPR16507 IC2 PCMD1 - EPR16508 IC37 CPUP0 E510 EPR16509 IC40 CPUP1 4CE6 Dumped 30/09/2000 - |
| holo | Holosseum (US)[12/06/99] Holosseum Sega, 1992. number of players : 2 (versus) contry : USA System 32 with 8Mbits rom board. Game number : 834-8888 (rev-01) The game image is reversed and supposed to be viewed through a curved glasse to simulate holograms. It can be played in Time Traveler cabinet. Roms EPR14965 IC35 AM27C100 SND0 Z80 code MPR14964 IC31 838000 SND1 Speech MPR14963 IC26 838000 SND2 Speech MPR14962 IC22 838000 SND3 Speech EPR15011 IC14 AM27C100 CPUD0 Program EPR15010 IC7 AM27C100 CPUD1 Program EPR14977A IC13 TMS27C210A CPUP0 Program EPR14976A IC6 TMS27C210A CPUP1 Program MPR14966 IC24 838000 OBJ7 Object MPR14967 IC28 838000 OBJ6 Object MPR14968 IC33 838000 OBJ5 Object MPR14969 IC37 838000 OBJ4 Object MPR14970 IC23 838000 OBJ3 Object MPR14971 IC27 838000 OBJ2 Object MPR14972 IC32 838000 OBJ1 Object MPR14973 IC36 838000 OBJ0 Object AM27C100 reads as Nec 27C1000 838000 reads as Toshiba 27C080 - |
| jpark | Jurassic Park[Oct/27/2002] Jurassic Park EXP version by SEGA 1994 833-10554-02 Use System32 16M Rom Board 833-10545-02 and communication board 837-7536-91 (J1 set to 32) This cabinet use PCB 837-8070 (including Ep13908.xx 27c256) I cannot see any hard drive ! Ep16394.9 CPUD1 Ep16395.18 CPUD0 Mp16396.24 SND3 Mp16397.34 SND2 Mp16398.35 SND1 Ep16399.36 SND0 Ep16402A.8 CPUP1 27C240 Not Used.17 CPUP0 Mp16403.5 SCL1 8316200B Mp16404.14 SCL0 Mp16405.32 OBJ0 8316200B Mp16406.31 OBJ1 Mp16407.30 OBJ2 Mp16408.29 OBJ3 Mp16409.28 OBJ4 Mp16410.27 OBJ5 Mp16411.26 OBJ6 Mp16412.25 OBJ7 Gal315-5552.23 Rom Board Jumpers JP1 23 JP2 23 JP3 12 JP4 12 JP5 23 JP6 23 JP7 12 JP8 12 JP9 23 JP10 23 JP11 23 JP12 12 JP13 23 JP14 12 JP15 23 JP16 12 JP17 23 JP18 12 JP19 12 JP20 23 JP21 12 JP22 23 JP23 23 JP24 12 Provided on 18/10/02. - |
| kokoroj2 | Kokoroji 2[MAME] Kokoroji 2 Sega System32 + CD - Sega 1993 Rom Board is 837-8393 16Mb ROM board (Same as godenaxe2 or Arabian Fight) SCSI CD board is 839-0572-01. It use a Fujitsu MB89352AP for SCSI + a Sony CXD1095Q for I/O + 8Mhz quartz - |
| orunners | OutRunners (World)[Mar/14/99]
Sega Outrunners
Sega System 32
With Network Support
3/13/99
Hardware Specs: NEC V60 at 16Mhz
Z80 Audio CPU
Sound: Yamaha YM3438 (YM2612 Compatible) and Sega Custom PCM
Notes: This board looks much different than Rad Mobile. It has one less
Yamaha YM3438. Bigger board altogether, but the hardware must be
the same.
PCM Sound Info: The PCM ROMS are stored in Stereo 8-bit 11025 Khz sound for most of the sounds.
The Speech however is around 6Khz.
EPR15550 BIN 524,288 03-13-99 3:07p EPR15550.BIN Z80 Audio Code
MPR15551 BIN 2,097,152 03-13-99 3:10p MPR15551.BIN PCM
MPR15552 BIN 2,097,152 03-13-99 3:12p MPR15552.BIN PCM
MPR15548 BIN 2,097,152 03-13-99 3:15p MPR15548.BIN MASK
MPR15549 BIN 2,097,152 03-13-99 3:17p MPR15549.BIN MASK
MPR15540 BIN 2,097,152 03-13-99 3:21p MPR15540.BIN MASK
MPR15541 BIN 2,097,152 03-13-99 3:23p MPR15541.BIN MASK
MPR15538 BIN 2,097,152 03-13-99 3:25p MPR15538.BIN MASK
MPR15539 BIN 2,097,152 03-13-99 3:28p MPR15539.BIN MASK
MPR15542 BIN 2,097,152 03-13-99 3:30p MPR15542.BIN MASK
MPR15543 BIN 2,097,152 03-13-99 3:31p MPR15543.BIN MASK
EPR15618 BIN 131,072 03-13-99 3:33p EPR15618.BIN CPU Data
EPR15619 BIN 131,072 03-13-99 3:35p EPR15619.BIN CPU Data
MPR15544 BIN 2,097,152 03-13-99 3:37p MPR15544.BIN MASK
MPR15545 BIN 2,097,152 03-13-99 3:38p MPR15545.BIN MASK
MPR15546 BIN 2,097,152 03-13-99 3:40p MPR15546.BIN MASK
MPR15547 BIN 2,097,152 03-13-99 3:43p MPR15547.BIN MASK
- |
| radm | Rad Mobile (World)[Aug/11/99]
Sega 1990
Rad Mobile Deluxe Sit-Down
8/11/99
PCB # 837-7438
Hardware Specs: NEC D70616R-16 16Mhz (V60 32-bit CPU)
Z80 Audio CPU
Sound: Yamaha YM3438 x 2 FM Synthesis (YM2612)
Sega Custom PCM Chip (Like Out Run)
Sega Hardware Chip #'s - 315-5387, 315-5388, 315-5242, 315-5385, 315-5296
ASSP 5C105
EPR13523 BIN 524,288 08-10-99 11:26p EPR13523.BIN
EPR13525 BIN 524,288 08-10-99 11:22p EPR13525.BIN
EPR13526 BIN 524,288 08-10-99 11:23p EPR13526.BIN
EPR13527 BIN 131,072 08-10-99 11:24p EPR13527.BIN
EPR13690 BIN 131,072 08-10-99 11:21p EPR13690.BIN
EPR13699 BIN 524,288 08-10-99 11:26p EPR13699.BIN
EPR13686 BIN 32,768 08-10-99 11:30p Epr13686.bin
MPR13511 BIN 1,048,576 08-11-99 1:55a mpr13511.bin
MPR13512 BIN 1,048,576 08-11-99 1:55a mpr13512.bin
MPR13513 BIN 1,048,576 08-11-99 1:55a mpr13513.bin
MPR13514 BIN 1,048,576 08-11-99 1:55a mpr13514.bin
MPR13515 BIN 1,048,576 08-11-99 1:55a mpr13515.bin
MPR13516 BIN 1,048,576 08-11-99 1:55a mpr13516.bin
MPR13517 BIN 1,048,576 08-11-99 1:55a mpr13517.bin
MPR13518 BIN 1,048,576 08-11-99 1:55a mpr13518.bin
MPR13519 BIN 524,288 08-10-99 11:13p mpr13519.bin
MPR13520 BIN 524,288 08-10-99 11:16p mpr13520.bin
MPR13521 BIN 524,288 08-10-99 11:16p mpr13521.bin
MPR13522 BIN 524,288 08-10-99 11:17p mpr13522.bin
- |
| radr | Rad Rally (World)[Aug/15/2001]
Rad Rally
(C) Sega 1991
Rad Rally runs on Sega System 32 hardware.
Main PCB
Number: 837-7428-01
CPU: NEC D70616R-16 (V60)
SND: Z80, YM3438 x 2,
OSC: 32.2159MHz, 50.000MHz
RAM: MB84256 x 4, MB8464 x 5, HM53461 x 16, D41264 x 8
DIP: 4 Position
PAL: 315-5441 (read protected, not dumped)
OTHER: Battery - 3V Lithium, Battery - NEC 5.5V,
Push Buttons for service and test modes.
Sega custom chips
-----------------
315-5296
315-5476
315-5385
315-5386A
315-5242
315-5388
315-5387
Middle PCB (Communication PCB)
PCB Number: 837-7882
CPU: Z80
OSC: 48.000MHz
RAM: MB8464 x 1
ROM: EPR14084.17
PAL: 315-5507 (Read protected, not dumped)
Other: MB8421-12, MB89374, MB89237A
Jumpers: JP1: 1-2
JP2: 1-2
JP3: 1-2
Top ROM PCB
PCB Number: 837-7429-01
Jumpers:
JP1: 2-3
JP2: 2-3
JP3: 2-3
JP4: 1-2
JP5: 2-3
JP6: 2-3
JP7: 1-2
JP8: 2-3
JP9: 2-3
JP10: 1-2
JP11: 1-2
JP12: 1-2
JP13: 1-2
JP14: 2-3
JP15: 2-3
JP16: 2-3
JP17: 1-2
JP18: 2-3
JP19: 1-2
JP20: 2-3
JP21: 1-2
JP22: 1-2
JP23: 2-3
JP24: 1-2
JP25: 2-3
JP26: 1-2
JP27: 1-2
JP28: 1-2
JP29: 1-2
JP30: 2-3
JP31: 1-2
JP32: 1-2
PAL: 315-5442 (Read protected, not dumped)
ROMS: (filename extension is IC number on PCB)
Name PCB label Type
-----------------------------------------------------
MPR13511.36 OBJ00 838000,?, read as MB838000
MPR13512.32 OBJ01 838000,?, read as MB838000
MPR13513.27 OBJ02 838000,?, read as MB838000
MPR13514.23 OBJ03 838000,?, read as MB838000
MPR13515.37 OBJ04 ?, read as MB838000
MPR13516.33 OBJ05 ?, read as MB838000
MPR13517.28 OBJ06 ?, read as MB838000
MPR13518.24 OBJ07 ?, read as MB838000
EPR14102.38 SCL00 AM27C020
EPR14103.34 SCL01 AM27C020
EPR14104.29 SCL02 AM27C020
EPR14105.25 SCL03 AM27C020
EPR14241.06 CPUP1 TC57H1025AD
Socket CPUP0 (IC13) is unpopulated
EPR14106.14 CPUD0 D27C4001
EPR14107.07 CPUD1 D27C4001
EPR14108.35 SND0 AM27C100
EPR14109.31 SND1 D27C4001
EPR14110.26 SND2 D27C4001
EPR14237.22 SND3 D27C4001
NOTE! the 838000 ROMs may actually only be 4M ones. ROMREF.TXT says 838000 are 1M x 8 (42 pin)
but these are clearly labelled as 838000, but they are 32 pin !
-
|
| sonic | SegaSonic The Hedgehog (Japan, rev. C)[Aug/11/99]
Sega 1993
5/4/93
Sonic The Arcade Game
Sega System 32
8/10/99
Hardware Specs: NEC V60 - 16 Mhz
Z80 Audio CPU
Sound: Two Yamaha YM3438s (YM2612 Compatible)
Sega PCM
SONOBJ0 BIN 1,048,576 08-10-99 11:41p SONOBJ0.BIN
SONOBJ1 BIN 1,048,576 08-10-99 11:43p SONOBJ1.BIN
SONOBJ2 BIN 1,048,576 08-10-99 11:44p SONOBJ2.BIN
SONOBJ3 BIN 1,048,576 08-10-99 11:46p SONOBJ3.BIN
SONOBJ4 BIN 1,048,576 08-10-99 11:48p SONOBJ4.BIN
SONOBJ5 BIN 1,048,576 08-10-99 11:49p SONOBJ5.BIN
SONOBJ6 BIN 1,048,576 08-10-99 11:50p SONOBJ6.BIN
SONOBJ7 BIN 1,048,576 08-10-99 11:51p SONOBJ7.BIN
SONSCL0 BIN 524,288 08-10-99 11:52p SONSCL0.BIN
SONSCL1 BIN 524,288 08-10-99 11:53p SONSCL1.BIN
SONSCL2 BIN 524,288 08-10-99 11:55p SONSCL2.BIN
SONSCL3 BIN 524,288 08-10-99 11:56p SONSCL3.BIN
SONPG0 BIN 131,072 08-10-99 11:57p SONPG0.BIN
SONPG1 BIN 131,072 08-10-99 11:57p SONPG1.BIN
SONSND0 BIN 262,144 08-11-99 12:00a SONSND0.BIN
SONSND1 BIN 1,048,576 08-11-99 12:01a SONSND1.BIN
SONSND2 BIN 1,048,576 08-11-99 12:02a SONSND2.BIN
SONSND3 BIN 1,048,576 08-11-99 12:04a SONSND3.BIN
SONPD0 BIN 262,144 08-11-99 12:05a SONPD0.BIN
SONPD1 BIN 262,144 08-11-99 12:06a SONPD1.BIN
-
[Mar/24/2001]
Sega - Sonic the Hedgehog - Rev C - ©1994 Sega
System32
MPR15797.25 = IC25 = OBJ7
MPR15796.26 = IC26 = OBJ6
MPR15795.27 = IC27 = OBJ5
MPR15794.28 = IC28 = OBJ4
MPR15793.29 = IC29 = OBJ3
MPR15792.30 = IC30 = OBJ2
MPR15791.31 = IC31 = OBJ1
MPR15790.32 = IC32 = OBJ0
MPR15789.14 = IC14 = SLC0
MPR15788.5 = IC5 = SLC1
EPR-C-87.17 = IC17 = CPUP0
EPR-C-86.8 = IC8 = CPUP1
EPR15785.36 = IC36 = SND0
MPR15784.35 = IC35 = SND1
MPR15783.34 = IC34 = SND2
MPR15782.24 = IC24 = SND3
EPR-C-81.18 = IC18 = CPUD0
EPR-C-80.9 = IC9 = CPUD1
315-5552.JED = IC23 = GAL16V8A
Jumpers:
JP1 = 32
JP2 = 32
JP3 = 21
JP4 = 21
JP5 = 21
JP6 = 21
JP7 = 21
JP8 = 21
JP9 = 32
JP10 = 21
JP11 = 32
JP12 = 21
JP13 = 32
JP14 = 21
JP15 = 32
JP16 = 21
JP17 = 32
JP18 = 21
JP19 = 21
JP20 = 32
JP21 = 21
JP22 = 32
JP23 = 32
JP24 = 32
ROMIDENT.NFO
title;manufacturer;year;country;system;note
SegaSonic the Hedgehog;Sega;1994;Japan;System32;RevC
Sonic the Hedgehog - RevC PAL
==============================
Part mode GAL16V8A/B/C/D
*
QP20*
QF2194*
QV13*
F0*
L00000 11111111111111111111111111111111*
L00032 11111111111111111111111111111111*
L00064 11111111111111111111111111111111*
L00096 11111111111111111111111111111111*
L00128 11111111111111111111111111111111*
L00160 11111111111111111111111111111111*
L00192 11111111111111111111111111111111*
L00224 11111111111111111111111111111111*
L00256 11111111111111111111111111111111*
L00288 11111111111111111111111111111111*
L00320 11111111111111111111111111111111*
L00352 11111111111111111111111111111111*
L00384 11111111111111111111111111111111*
L00416 11111111111111111111111111111111*
L00448 11111111111111111111111111111111*
L00480 11111111111111111111111111111111*
L00512 11111111111111111111111111111111*
L00544 11111111111111111111111111111111*
L00576 11111111111111111111111111111111*
L00608 11111111111111111111111111111111*
L00640 11111111111111111111111111111111*
L00672 11111111111111111111111111111111*
L00704 11111111111111111111111111111111*
L00736 11111111111111111111111111111111*
L00768 11111111111111111111111111111111*
L00800 11111111111111111111111111111111*
L00832 11111111111111111111111111111111*
L00864 11111111111111111111111111111111*
L00896 11111111111111111111111111111111*
L00928 11111111111111111111111111111111*
L00960 11111111111111111111111111111111*
L00992 11111111111111111111111111111111*
L01024 11111111111111111111111111111111*
L01056 11111111111111111111111111111111*
L01088 11111111111111111111111111111111*
L01120 11111111111111111111111111111111*
L01152 11111111111111111111111111111111*
L01184 11111111111111111111111111111111*
L01216 11111111111111111111111111111111*
L01248 11111111111111111111111111111111*
L01280 11111111111111111111111111111111*
L01312 11111111111111111111111111111111*
L01344 11111111111111111111111111111111*
L01376 11111111111111111111111111111111*
L01408 11111111111111111111111111111111*
L01440 11111111111111111111111111111111*
L01472 11111111111111111111111111111111*
L01504 11111111111111111111111111111111*
L01536 11111111111111111111111111111111*
L01568 11111111111111111111111111111111*
L01600 11111111111111111111111111111111*
L01632 11111111111111111111111111111111*
L01664 11111111111111111111111111111111*
L01696 11111111111111111111111111111111*
L01728 11111111111111111111111111111111*
L01760 11111111111111111111111111111111*
L01792 11111111111111111111111111111111*
L01824 11111111111111111111111111111111*
L01856 11111111111111111111111111111111*
L01888 11111111111111111111111111111111*
L01920 11111111111111111111111111111111*
L01952 11111111111111111111111111111111*
L01984 11111111111111111111111111111111*
L02016 11111111111111111111111111111111*
L02048 11111111000000000000000000000000*
L02080 00000000000000000000000000000000*
L02112 00000000111111111111111111111111*
L02144 11111111111111111111111111111111*
L02176 111111111111111111*
C08F9*
- |
| slipstrm | Slipstream (950515 BRAZIL)[MAME]
Slip Stream (950515 HISPANIC)
Sega, 1995
This game runs on Sega System 32 hardware.
PCB Layout
----------
837-7428 171-5964E (C) SEGA 1990
|-------------------------------------------------------------------------------------------|
| TDA1518 8464 8464 |
| HM65256 8464 8464 |
| TL064 HM65256 |---------| |---------| |
| LC7881 |-----| |SEGA | |SEGA | |
| |ASSP | |315-5385 | |315-5388 | |
|CND |5C105| | | | | |
| |1FD07| | | |---------| | | |
| |-----| |---------| CNF |SEGA | |---------| |
| |315-5242 | |
|-| TL062 TL064 84256 | | |
| 84256 | | CNI|
|-| |---------| |---------| |
| YM3438 |SEGA | |
| |-----------| |315-5387 | |
| YM3438 |NEC | 315-5441 | | |
| |D70616R-16 | | | |
|J BAT_5.5V |9105M9 V60 | |---------| |
|A BAT_3.3V |(C)NEC 1986| |
|M | | D42264 |
|M 8464 |-----------| D42264 |
|A D42264 |
| Z80 D42264 |
| HM53461ZP-12 HM53461ZP-12 |
| HM53461ZP-12 HM53461ZP-12 |
| HM53461ZP-12 HM53461ZP-12 |
| HM53461ZP-12 HM53461ZP-12 |-----------| |
|-| HM53461ZP-12 HM53461ZP-12 | SEGA | CNE|
| |-------| HM53461ZP-12 HM53461ZP-12 | 315-5386A | |
|-| |SEGA | HM53461ZP-12 HM53461ZP-12 | | |
| |315- | HM53461ZP-12 HM53461ZP-12 | | |
| |5296 | | | |
| |-------| 3771 3771 |-----------| |
| 93C46 D42264 |
|CNB SW2 D42264 |
| SW1 D42264 |
| CNA DSW1 32MHz 50MHz D42264 |
|-------------------------------------------------------------------------------------------|
Notes:
V60 CPU running at 16.00MHz [32/2]
Z80 CPU running at 8.000MHz [32/4]
YM3438 running at 8.000MHz [32/4]
CNE/F/I - Multi-pin connectors for connection of ROM Board
CND - 4 pin connector for 2nd Speaker for Stereo Output
CNA - 30 pin connector for extra controls PCB
CNB - 26 pin connector (purpose unknown)
SW1 - push-button TEST switch
SW2 - push button SERVICE switch
DSW1 - 4-position DIP Switch
HM53461 - Hitachi 256k Dual Port RAM
D42264 - NEC 256k Dual Port RAM
SEGA Custom ICs:
315-5441 Lattice GAL16V8A (DIP20)
315-5386A (QFP184)
315-5388 (QFP160)
315-5387 (QFP160)
315-5242 (custom ceramic DIP32 containing a small QFP IC and some capacitors/resistors etc)
315-5296 (QFP100)
ASSP 5C105 (QFP80)
315-5385 (QFP128)
ROM Board
---------
837-7429-01
|-------------------------------------------------------------------------------------------|
|JP10-JP27 CNJ CNH JP1-JP9 |
| IC6 |
| IC7 |
| IC13 |
| IC14 |
| 315-5442 |
| IC22 IC25 IC24 IC23 |
| |
| IC26 IC29 IC28 IC27 |
| |
| IC31 CNK IC34 IC23 IC32 |
| |
| IC35 IC38 IC37 IC36 |
| CNG JP28-JP32 |
|-------------------------------------------------------------------------------------------|
Notes:
CNG/H/J - Multi-pin connectors (below PCB) for connection of ROM Board to Main Board
CNK - Custom Sega connector for connection of protection daughterboard (not used)
315-5442 - MMI PAL16L8ACN (DIP20)
Jumpers: (to configure ROM sizes used on Slip Stream. Other games)
(may vary depending on ROM types used)
JP1: 2-3 JP17: 1-2
JP2: 2-3 JP18: 2-3
JP3: 2-3 JP19: 1-2
JP4: 1-2 JP20: 2-3
JP5: 2-3 JP21: 1-2
JP6: 2-3 JP22: 2-3
JP7: 1-2 JP23: 1-2
JP8: 2-3 JP24: 1-2
JP9: 1-2 JP25: 2-3
JP10: 2-3 JP26: 1-2
JP11: 1-2 JP27: 1-2
JP12: 1-2 JP28: 2-3
JP13: 1-2 JP29: 1-2
JP14: 2-3 JP30: 2-3
JP15: 2-3 JP31: 1-2
JP16: 2-3 JP32: 1-2
ROM Locations
-------------
PCB Label CPU P0 CPU P1 CPU D0 CPU D1 SND0 SND1 SND2 SND3 SCR0 SCR1 SCR2 SCR3 OBJ0 OBJ1 OBJ2 OBJ3 OBJ4 OBJ5 OBJ6 OBJ7
IC# IC13 IC6 IC7 IC14 IC35 IC31 - - IC38 IC34 IC29 IC25 IC36 IC32 IC27 IC23 IC37 IC33 IC28 IC24
IC Type - 27C4002 27C4000 27C4000 27C010 27C4000 - - 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000 27C4000
ROM Label - S32HPRG01 S32DAT00 S32DAT01 S32SND00 S32SND01 - - S32SCR00 S32SCR01 S32SCR02 S32SCR03 S32OBJ00 S32OBJ01 S32OBJ02 S32OBJ03 S32OBJ04 S32OBJ05 S32OBJ06 S32OBJ07
Extra Controls PCB
------------------
837-7536
837-7536-91 (sticker)
|------------------------|
| |
| 74HC74 |
| OKI_M6253 |
| 74HC4053 |
| DAP601 74HC139|
| DAN601 |
|CN2 CN1 |
|------------------------|
Notes:
CN2 - Multi-pin connector for controls
CN1 - Connector joining to CNA on main PCB
- |
| spidman | Spider-Man: The Videogame (World)[Dec/30/98]
----------------------------------------
Spiderman, the video game by SEGA (1991)
----------------------------------------
Location Type File ID Checksum
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IC7 CPUD1 27C100 EPR14280 7A66
IC14 CPUD0 27C100 EPR14281 4846
IC22 SND3 27C040 MPR14282 C13A
IC26 SND2 27C040 MPR14283 7815
IC31 SND1 27C040 MPR14284 286B
IC35 SND0 27C020 EPR14285 A51D
IC25 SCL03 27C040 MPR14288.S 4A16
IC29 SCL02 27C040 MPR14289.S 1C85
IC34 SCL01 27C040 MPR14290.S 0988
IC38 SCL00 27C040 MPR14291.S 4A5E
IC24 OBJ07 27C040 MPR14292.S A0F7
IC28 OBJ06 27C040 MPR14293.S EDC8
IC33 OBJ05 27C040 MPR14294.H 9A6D
IC37 OBJ04 27C040 MPR14295.H 19D3
IC23 OBJ03 27C040 MPR14296.H 216E
IC27 OBJ02 27C040 MPR14297.H 086A
IC32 OBJ01 27C040 MPR14298.H 4AB6
IC36 OBJ00 27C040 MPR14299.H 8266
IC6 CPUP1 27C1024 MPR14306 C8EC
IC13 CPUP0 27C1024 MPR14307 5D3C
Notes: ROM - System ROM Sub-board 837-7429-01
CPU - System board 837-7428-01
- Extra player inputs sub-board 837-7968
Sega game No. 833-8331-05
Can be set for either a two, three, or four player game
[Jan/10/2001]
Spider-Man
Sega
number of players : 4
contry : Europe
System 32 with 8Mbits rom board.
Game board number : 833-8331-05
Rom board number : 834-8332-02
ROMS:
NUM FUNCT CHECKSUM IC
14280 CPUD1 3c8148f7 7
14281 CPUD0 8a746c42 14
14282 SND3 ea20979e 22
14283 SND2 c863a91c 26
14284 SND1 760542d4 31
14285 SND0 25aefad6 35
14288 SCL3 3188b636 25
14289 SCL2 38570582 29
14290 SCL1 a144162d 34
14291 SCL0 490f95a1 38
14292 OBJ7 41f71443 24
14293 OBJ6 52899269 28
14294 OBJ5 fa86b794 33
14295 OBJ4 29591f50 37
14296 OBJ3 9d8cbd31 23
14297 OBJ2 29cb9450 27
14298 OBJ1 2745c84c 32
14299 OBJ0 ce59231b 36
14306 CPUP1 64379dc6 6
14307 CPUP0 d900219c 13
Dumped (07/01/2K)
-
[Dec/02/1996]
SPIDERMAN PROM PLACEMENT
NAME LOCATION TYPE
----------------------
14302 IC6 27C1024
14303 IC13 "
14280 IC7 27C100
14281 IC14 "
14285 IC35 27C020
- |
| scross | Stadium Cross (World)[May/26/2003] SEGA STADIUM CROSS ------------------ DUMP BY LEOPARDCATS Roms locations and use CPU P0 - IC37 - EPR15093 CPU P1 - IC40 - EPR15094 CPU D0 - IC36 - EPR15018 CPU D1 - IC39 - EPR15019 OBJ 0 - IC14 - EPR15022 OBJ 1 - IC22 - EPR15023 OBJ 2 - IC15 - EPR15024 OBJ 3 - IC23 - EPR15025 OBJ 4 - IC10 - EPR15026 OBJ 5 - IC18 - EPR15027 OBJ 6 - IC38 - EPR15028 OBJ 7 - IC41 - EPR15029 SCR 0 - IC3 - EPR15020 SCR 1 - IC11 - EPR15021 SOUND - IC31 - EPR15192 PCM D0 - IC1 - EPR15031 PCM D1 - IC2 - EPR15032 - |
| svf | Super Visual Football: European Sega Cup[Nov/27/2002] Super Visual Football rev.A by Sega 1994. Hardware : System 32 with 16meg rom board without protection board. Game id : 833-10851, main board = 837-7428, rom board = 837-8393 Hardware id : main board = 171-5964A, rom board = 171-6205A Ep16864.9 [201a940e] CPUD1 27C040 Ep16865.18 [9198ca9f] CPUD0 Mp16777.24 [14b5d5df] SND3 Mp16778.34 [feedaecf] SND2 Mp16779.35 [7055e859] SND1 Ep16866.36 [74431350] SND0 27C020 Ep16871a.8 [f7061bd7] CPUP1 27C210A Ep16872a.17 [1f383b00] CPUP0 Mp16783.5 [042eabe7] SCL1 838200B Mp16784.14 [4608efe2] SCL0 Mp16863.25 [42338226] OBJ7 8316200B Mp16791.26 [4f7236da] OBJ6 Mp16862.27 [00793354] OBJ5 Mp16789.28 [6b6c8ad3] OBJ4 Mp16861.29 [d79c3f73] OBJ3 Mp16787.30 [dee7a204] OBJ2 Mp16860.31 [578a7325] OBJ1 Mp16785.32 [51f775ce] OBJ0 Provided on 27/11/2002. Modified on 27/11/2002. - [Mar/19/99] System 32 board description CPUs & SOUND : The main CPU is a NEC V60 (D70615), the sound part is similar to System 18 excepts for the PCM sounds, it uses one Z80 and two YM3438. I have not yet identified yet the PCM chip, it may be the custom chip 315-5476A or 315-5296. OSC : There is two OSC on the board, OSC1 at 32.2159 Mhz and OSC2 at 50.000 Mhz. RAM : IC21 & IC22 2 x 32 Kb maybe PCM work ram (*) IC16 1 x 64 Kb this is the Z80 working ram IC36 & IC37 2 x 256 Kb Nec V60 working ram ? IC61 & IC74 + IC62 & IC75 4 x 64 Kb palette ram ? IC25 > IC32 8 x 256 Kb Dual port ram (*) IC40 > IC47 8 x 256 Kb Dual port ram (*) IC63 > IC66 4 x 256 Kb Dual port ram IC68 > IC71 4 x 256 Kb Dual port ram, looks to be the video memory. CUSTOM CHIPS : IC60 315-5242 custom ic, gate array. IC73 315-5388 custom ic, 160 pins square chip. (color?) IC72 315-5387 custom ic, 160 pins square chip. (video?) IC67 315-5386A custom ic, 184 pins square chip. (video?) IC38 315-5385 custom ic, 128 pins square chip. (spr?) IC20 315-5476A custom ic, 80 pins square chip. (pcm?) IC6 315-5296 custom ic, 100 pins square chip. (io?) PALs : IC51 315-5441 GAL16V8A IC23 315-5552 GAL16V8A on rom board (s.v.football) JUMPERS & SWITCHES : The is one jumper (JP3) on mother board, position is [1-2 3] (football) The is also 1 set of 4 dipswitches and two buttons PSW1 for TEST and PSW2 for SERVICE. - [Nov/26/2002] Super Visual Football;Sega;1994;-;-;- - [Nov/26/2002] Clone The J. League 1994 by SEGA 1994. Use System32 16M Rom Board 171-6205B and security Hitachi FD1149 317-0222 Ep16775.9 [e81e2c3d] CPUD1 27C040 Ep16776.18 [e8694626] CPUD0 Mp16777.24 [14b5d5df] SND3 Mp16778.34 [feedaecf] SND2 Mp16779.35 [7055e859] SND1 Ep16780.36 [47aa4ec7] SND0 27C020 Ep16781.8 [7df9529b] CPUP1 27C210A Ep16782.17 [f0278944] CPUP0 Mp16783.5 [042eabe7] SCL1 838200B Mp16784.14 [4608efe2] SCL0 Mp16792.25 [9f416072] OBJ7 8316200B Mp16791.26 [4f7236da] OBJ6 Mp16790.27 [2ea75746] OBJ5 Mp16789.28 [6b6c8ad3] OBJ4 Mp16788.29 [cd9d3605] OBJ3 Mp16787.30 [dee7a204] OBJ2 Mp16786.31 [d08a2d32] OBJ1 Mp16785.32 [51f775ce] OBJ0 Gal16v8b 315-5552.23 Rom Board Jumpers JP1 23 JP2 23 JP3 12 JP4 12 JP5 12 JP6 12 JP7 12 JP8 12 JP9 23 JP10 23 JP11 23 JP12 12 JP13 23 JP14 12 JP15 23 JP16 12 JP17 23 JP18 12 JP19 12 JP20 23 JP21 12 JP22 23 JP23 23 JP24 23 Provided on 22/10/02. Corrected on 27/11/2002. - |
| titlef | Title Fight (World)[Dec/21/99]
Title Fight
BY SEGA
SYSTEM Multi-32 1992
11/10/1998
CHIP INFO
~~~~~~~~~
*note*- 15388 and 15389 are not in this archive.
IC Location ROM Numbers Size Function
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IC 37 15386 2M Program 0 USA
IC 37 15388 2M Program 0 Other
IC 40 15387 2M Program 1 USA
IC 40 15389 2M Program 1 Other
IC 10 15371 16M Object 4
IC 18 15372 16M Object 5
IC 38 15373 16M Object 6
IC 41 15374 16M Object 7
IC 15 15375 16M Object 2
IC 23 15376 16M Object 3
IC 14 15379 16M Object 0
IC 22 15380 16M Object 1
IC 3 15381 16M Scroll 0
IC 11 15382 16M Scroll 1
IC 1 15385 16M PCM (SOUND)
IC 31 15384 1M Sound Program
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
[MAME]
Title Fight (Export Revision)
Sega, 1992
This game runs on Sega System Multi32 hardware.
PCB Layout
----------
837-8676 171-6253C (C) SEGA 1992
834-9324-02 (STICKER)
|-------------------------------------------------------------------------------------------|
| CNF CNH 8464 |
|8464 HM53461ZP-12 (x16) |-----------| HM53461ZP-12 (x16) 8464 |
|8464 | SEGA | 8464 |
|8464 | 315-5386A | 8464 |
|8464 | | |
| | | |
| | | |
| |---------| |---------| |-----------| |---------| |---------| |
| |SEGA | |SEGA | |SEGA | |SEGA | |
| |315-5388 | |315-5387 | HM53461ZP-12 (x8) |315-5388 | |315-5242 | |
| | | | | | | | | |
| | | | | | | | | |
| |---------| |---------| |---------| |---------| |
| CND CNE |
| |---------| MB3771 MB3771 315-5596 |-------| M5M5278P-25|
| |SEGA | |SEGA | |
| |315-5242 | 8464 |315- | M5M5278P-25|
| | |BAT_3.3V |5591 | |
| | |BAT_5.5V |---------| |-------| M5M5278P-25|
| |---------| Z80 50MHz |SEGA | |-----------| DSW1|
| 32MHz |315-5385 | |NEC | M5M5278P-25|
| |------| | | |D70632R-20 | SW4 |
| |SEGA | |-------| | | |9314X9 V70 | 40MHz SW3 |
| |315- | |SEGA | |---------| |(C)NEC 1986| |
| |5560 | YM3438 |315- | | | |
| |------| LC78820 |5296 | |-----------| 93C45 |
|TDA1518 |-------| |-------| |
| SW1 SW2 |SEGA | CNM|
| VOL |315- | |
| |5296 | |
| UPC844 UPC4064 |-------| |
| |
|CNC LED |
--| JAMMA |----| CNJ |----| JAMMA |--|
|------------------------------| |--------------| |------------------------------|
Notes:
V70 CPU running at 20.00MHz [40/2]
Z80 CPU running at 8.000MHz [32/4]
YM3438 running at 8.000MHz [32/4]
315-5560 running at 8.000MHz [32/4]
CND/E/F/H: Multi-pin connectors for connection of ROM Board
CNC : 4 pin connector for 2nd Speaker for Stereo Output
CNJ : 32 pin connector (purpose unknown)
CNM : 30 pin connector (purpose unknown)
SW1 : push-button TEST switch
SW2 : push button SERVICE switch
SW3/4 : push button switches (purpose unknown)
DSW1 : 4-position DIP Switch
SEGA Custom ICs:
315-5596 Lattice GAL16V8A (DIP20)
315-5386A (QFP184)
315-5388 (x2, QFP160)
315-5387 (QFP160)
315-5242 (x2, custom ceramic DIP32 containing a small QFP IC and some capacitors/resistors etc)
315-5296 (x2, QFP100)
315-5560 (QFP80)
315-5385 (QFP128)
315-5591 (QFP100)
ROM Board
---------
837-8890
|-------------------------------------------------------------------------------------------|
| CN3 CN4 |
| |
| IC3 IC14 IC15 IC10 |
| IC1 IC2 JP1-5 |
| |
| IC11 JP6-10 IC22 IC23 IC18 |
| |
| |
| IC36 IC37 |
| 315-5598 IC38 |
| CN5 |
| IC30 IC31 IC39 IC40 |
| CN6 IC41 |
|JP11-16 CN1 CN2 |
|-------------------------------------------------------------------------------------------|
Notes:
CN1/2/3/4 : Multi-pin connectors (below PCB) for connection of ROM Board to Main Board
CN5 : Custom Sega connector for connection of protection daughterboard (not used)
CN6 : Custom Sega connector (purpose unknown)
315-5598 : Lattice GAL16V8A (DIP20)
Jumpers: (to configure ROM sizes used on Title Fight. Other games may vary depending on ROM types used.)
JP1: 1-2
JP2: 1-2
JP3: 2-3
JP4: 2-3
JP5: 2-3
JP6: 1-2
JP7: 2-3
JP8: 2-3
JP9: 1-2
JP10: 1-2
JP11: OPEN
JP12: OPEN
JP13: OPEN
JP14: OPEN
JP15: 1-2
JP16: 2-3
ROM Locations (All known System Multi32 games shown for reference)
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PCB Label CPU P0 CPU P1 CPU D0 CPU D1 SOUND SCR0 SCR1 OBJ0 OBJ1 OBJ2 OBJ3 OBJ4 OBJ5 OBJ6 OBJ7 PCM D0 PCM D1 PCM EP/S
IC# IC37 IC40 IC36 IC39 IC31 IC3 IC11 IC14 IC22 IC15 IC23 IC10 IC18 IC38 IC41 IC1 IC2 IC30
IC Type 27C2048 27C2048 - - 27C1000 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 - -
Title Fight EPR15388 EPR15389 - - EPR15384 MPR15381 MPR15382 MPR15379 MPR15380 MPR15375 MPR15376 MPR15371 MPR15372 MPR15373 MPR15374 MPR15385 - -
IC Type 27C1024 27C1024 27C4200 27C4200 27C040 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 -
OutRunners EPR15618 EPR15619 EPR15538 EPR15539 EPR15550 MPR15548 MPR15549 MPR15540 MPR15541 MPR15542 MPR15543 MPR15544 MPR15545 MPR15546 MPR15547 MPR15551 MPR15552 -
IC Type 27C2048 27C2048 - - 27C1000 534200 534200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 8316200 -
Hard Dunk EPR16512 EPR16509 - - EPR16505 MPR16503 MPR16504 MPR16495 MPR16496 MPR16497 MPR16498 MPR16499 MPR16500 MPR16501 MPR16502 MPR16506 MPR16507 -
Hard Dunk (J) EPR16508 EPR16509 - - EPR16505 MPR16503 MPR16504 MPR16495 MPR16496 MPR16497 MPR16498 MPR16499 MPR16500 MPR16501 MPR16502 MPR16506 MPR16507 -
IC Type 27C2048 27C2048 27C4200 27C4200 27C1000 27C160 27C160 27C160 27C160 27C160 27C160 27C160 27C160 27C160 27C160 27C160 27C160 -
Stadium Cross EPR15093 EPR15094 EPR15018 EPR15019 EPR15192 EPR15020 EPR15021 EPR15022 EPR15023 EPR15024 EPR15025 EPR15026 EPR15027 EPR15028 EPR15029 EPR15031 EPR15032 -
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