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Capcom Play System 2/Hardware information
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Technical Specs
- Main CPU
- Custom Motorola 68000 running around 12 MHz
- Sound Cpu
- Z80 running around 4MHz
68K Memory Map
- Sprite/Object Globals(Living Board) - 0x400000~0x40000b
- Shared Ram
- 0x618000 ~ 0x619fff (only in odd bytes)
- Network Ram
- 0x660000 ~ 6x663fff
- Object/Sprite bank 0 0x700000 ~ 0x701fff
- Object/Sprite Bank 1 0x708000 ~ 0x709fff
- Registers A
- 0x800100 ~ 0x80013f
Specifying BG Layers by the size of the tiles Send 16bit pointer to these registers to render said tile map in gfx ram Example 0x9000 for whatever is at 0x900000
- 8x8 Layer Register A
- 0x800100
- 8x8 Layer Register B
- 0x800102
- 16x16 Layer Register
- 0x800104
- 32x32 Layer Register
- 0x800106
- Raster Effect Register
- 0x800108
- Palette Register
- 0x80010c
=BG Scrolling Registers 16 bit signed values
- 8x8 X
- 0x80010c
- 8x8 Y
- 0x80010e
- 16x16 X
- 0x800110
- 16x16 Y
- 0x800112
- 32x32 X
- 0x800114
- 32x32 Y
- 0x800116
- Registers B
- 0x800140
- Input0
- 0x804000 ; Word
- Input1
- 0x804010 ; Word
- Input2
- 0x804020 : Word
- Volume and Network Link
- 0x804030
- Epprom RW
- 0x804040
- Development Dips
- 0x8040b0
- RegisterA Copy
- 0x804100
- RegisterB Copy
- 0x804140
- Gfx Ram Various BG Tilemap and Pallette Ram sections
0x900000~0x92ffff
- Work Ram 0xFF0000~0xFFFFef
- Sprite/Object Globals(Dead Board) 0xfffff0~0xfffffb
Z80 Memory
- Shared Ram 0xC000~0xcfff
- Work Ram 0xF000~0xffff