[HN Gopher] Capcom CPS-1 Graphic system study
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Capcom CPS-1 Graphic system study
Author : zdw
Score : 41 points
Date : 2022-02-22 14:24 UTC (1 days ago)
(HTM) web link (fabiensanglard.net)
(TXT) w3m dump (fabiensanglard.net)
| TacticalCoder wrote:
| It's always great to read how these worked...
|
| I'm the proud owner of both a real CPS PCB _and_ a bootleg (but
| still vintage) PCB (they go in a arcade cab). If I 'm not
| mistaken once you've got a CPS PCB, you can flash any CPS game
| you want on it.
|
| As piracy was rampant with these, Capcom added a battery powering
| a Z80 on some CPS boards and if it was ever off, it'd erase the
| game. These Z80 are known as "Kabuki Z80". The issue is that...
| 25 to 30 years later, all these batteries started failing and
| these board would "suicide" themselves. So there are people out
| there who "desuicide" (it's the term employed) these boards.
|
| They're a great piece of history and, well, of course Fabian
| Sanglard had to blog about it!
|
| The Wikipedia page is a cool read too:
|
| https://en.wikipedia.org/wiki/CP_System
| fabiensanglard wrote:
| Unfortunately, you cannot flash any game you want on any CPS
| PCB.
|
| A CPS-1 is made of three boards. The CPS-B chip on your B board
| changes between games. On later boards, the CPS-B chip remains
| the same but it has a battery to store parameters, making it
| different.
|
| If a game attempts to use the CPS-B registers in unintended
| way, the screen goes to black and is locked like this.
|
| The Z-80 battery you mention on CPS-1.5 is to store a private
| key that is used to de-crypt the Z-80 instructions.
|
| And I won't even talk about the CPS-2 because they even
| encrypted the 68000 code and shuffled the GFXROM there.
| codezero wrote:
| Really interesting. I think it's very cool that it only cost
| $20M to develop a next generation board that had 10x the power
| of a consumer device at the time in an attempt to keep arcades
| relevant. It seemed to have worked well until dedicated 3D
| cards and the Internet became more consumer friendly, but that
| still gave them a good 15 years of lead time it seems.
| corysama wrote:
| If anyone finds this article even slightly interesting, be sure
| to check out the rest of the site!
| Bigpet wrote:
| Couldn't immediately find a good explanation of what STAR1 and
| STAR2 were. Looks like it's 256x256 bitmap that's scrollable and
| cycles automatically through a color palette. So you can make the
| stars "twinkle" by it just shifting through the palette
|
| https://github.com/mamedev/mame/blob/master/src/mame/video/c...
|
| edit: didn't see that "col" also contained an x-offset. So like
| (256*16)x256 but presumably "sparse", so I get more where the
| "star" idea comes from
| allenu wrote:
| Thank you for sharing this. That was my first question, i.e.
| was the star background hardcoded (or at least statically
| generated)? That's super interesting that it was built-in at
| all. I suppose so many shooter games had starfield backgrounds
| that it made sense at the time to include it.
| codezero wrote:
| Great post, wanted to let others know you can hover over the
| images to see the original reference frame. I didn't realize this
| until half way through reading.
| kingcharles wrote:
| Crap! I need to reread the whole page now. Thanks :)
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