Capcom Play System 2/Hardware information

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< Capcom Play System 2
Revision as of 20:50, 2 August 2024 by Mountainmanjed (talk | contribs) (Created page with "===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 regi...")
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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